US9349040B2 - Bi-modal depth-image analysis - Google Patents

Bi-modal depth-image analysis Download PDF

Info

Publication number
US9349040B2
US9349040B2 US12/950,854 US95085410A US9349040B2 US 9349040 B2 US9349040 B2 US 9349040B2 US 95085410 A US95085410 A US 95085410A US 9349040 B2 US9349040 B2 US 9349040B2
Authority
US
United States
Prior art keywords
joint
hand
depth
observed
mode
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active, expires
Application number
US12/950,854
Other versions
US20120128201A1 (en
Inventor
David Brickhill
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Microsoft Technology Licensing LLC
Original Assignee
Microsoft Technology Licensing LLC
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Microsoft Technology Licensing LLC filed Critical Microsoft Technology Licensing LLC
Priority to US12/950,854 priority Critical patent/US9349040B2/en
Assigned to MICROSOFT CORPORATION reassignment MICROSOFT CORPORATION ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: BRICKHILL, DAVID
Priority to CN201110386118.9A priority patent/CN102541258B/en
Publication of US20120128201A1 publication Critical patent/US20120128201A1/en
Assigned to MICROSOFT TECHNOLOGY LICENSING, LLC reassignment MICROSOFT TECHNOLOGY LICENSING, LLC ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: MICROSOFT CORPORATION
Application granted granted Critical
Publication of US9349040B2 publication Critical patent/US9349040B2/en
Active legal-status Critical Current
Adjusted expiration legal-status Critical

Links

Images

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/10Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/20Movements or behaviour, e.g. gesture recognition
    • G06K9/00362
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/017Gesture based interaction, e.g. based on a set of recognized hand gestures
    • G06K9/00335
    • G06K9/00355
    • G06K9/00375
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/10Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
    • G06V40/107Static hand or arm
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/20Movements or behaviour, e.g. gesture recognition
    • G06V40/28Recognition of hand or arm movements, e.g. recognition of deaf sign language

Definitions

  • Computer technology has advanced to enable humans to interact with computers in various ways.
  • One such interaction may occur between humans and gaming systems.
  • Some gaming systems may respond to a player's physical movement. However, a player's movement may be misinterpreted creating an unsatisfying gaming experience.
  • Depth-image analysis is performed with a device that analyzes a human target within an observed scene by capturing depth-images that include depth information from the observed scene.
  • the human target is modeled with a skeleton including a plurality of joints.
  • First mode skeletal data representing the human target in the observed scene is output if a portion of the human target is observed with a first set of joint positions.
  • Second mode skeletal data representing the human target in the observed scene is output if the portion of the human target is observed with a second set of joint positions different than the first set of joint positions.
  • the first mode skeletal data and the second mode skeletal data have different skeletal joint constraints.
  • FIG. 1 shows a depth-image analysis system viewing an observed scene in accordance with an embodiment of the present disclosure.
  • FIG. 2 somewhat schematically shows a human target in an observed scene being modeled with example skeletal data.
  • FIG. 3 shows a sequence of skeletal data modeling a human target in one-hand mode and two-hand mode.
  • FIG. 4 schematically shows occluded joint analysis.
  • FIG. 5 shows a virtual avatar with a virtual prop.
  • FIG. 6 is a flowchart illustrating a method for tracking a human target in accordance with an embodiment of the present disclosure.
  • FIG. 7 is a flowchart illustrating a method for positioning and aiming a virtual prop in accordance with an embodiment of the present disclosure.
  • FIG. 8 schematically shows a computing system that may be used as the depth-image analysis system of FIG. 1 .
  • a depth-image analysis system such as a 3D-vision gaming system, may include a depth camera capable of observing one or more players. As the depth camera captures images of a player within an observed scene, those images may be interpreted and modeled with one or more virtual skeletons. Sometimes a player may be in a position that is difficult to interpret and accurately model with a virtual skeleton. For example, a player may be turned to the side such that some parts of the player are hidden from the depth camera, and therefore, may not appear in those depth-images captured by the depth camera. As another example, a player's hands may be clasped together, making it difficult for the system to distinguish the left hand from the right hand.
  • the virtual skeleton(s) used to model the player may jitter from frame to frame, or otherwise inaccurately model the player.
  • the following disclosure at least partially alleviates the aforementioned problems by implementing bi-modal skeletal modeling and occluded joint finding.
  • bi-modal skeletal modeling can be used to recognize when a player is posed with left and right hands separated and operating independently and when a player is posed with left and right hands brought together and operating in unison (e.g., when holding a real or imaginary prop).
  • the skeletal modeling may be tuned depending on the mode (e.g., one-hand mode or two-hand mode) in order to alleviate skeletal jitter and/or other modeling problems.
  • occluded joint positions may be estimated, thus alleviating skeletal jitter and/or other problems.
  • While one-hand mode and two-hand mode are provided as an example bi-modal modeling, it is to be understood that additional and/or alternative modes may be implemented (e.g., sitting/standing, standing/kneeling, etc.). Further, three or more modes may be implemented (e.g., sitting/kneeling/standing, etc.).
  • FIG. 1 shows a nonlimiting example of a depth-image analysis system 10 .
  • FIG. 1 shows a gaming system 12 that may be used to play a variety of different games, play one or more different media types, and/or control or manipulate non-game applications.
  • FIG. 1 also shows a display device 16 such as a television or a computer monitor, which may be used to present game visuals to game players.
  • display device 16 may be used to visually present a virtual avatar 50 that human target 32 controls with his movements.
  • the depth-image analysis system 10 may include a capture device, such as a depth camera 22 that visually monitors or tracks human target 32 within an observed scene 14 . Depth camera 22 is discussed in greater detail with respect to FIGS. 2 and 8 .
  • Human target 32 is shown here as a game player within observed scene 14 .
  • Human target 32 is tracked by depth camera 22 so that the movements of human target 32 may be interpreted by gaming system 12 as controls that can be used to affect the game being executed by gaming system 12 .
  • human target 32 may use his or her movements to control the game.
  • the movements of human target 32 may be interpreted as virtually any type of game control.
  • Some movements of human target 32 may be interpreted as controls that serve purposes other than controlling virtual avatar 50 .
  • human target 32 may use movements to end, pause, save, select a level, view high scores, communicate with another player, etc.
  • Depth camera 22 may also be used to interpret human target movements as operating system and/or application controls that are outside the realm of gaming. Virtually any controllable aspect of an operating system and/or application may be controlled by movements of a game player, such as human target 32 .
  • the illustrated scenario in FIG. 1 is provided as an example, but is not meant to be limiting in any way. To the contrary, the illustrated scenario is intended to demonstrate a general concept, which may be applied to a variety of different applications without departing from the scope of this disclosure.
  • FIG. 1 shows a nonlimiting example in the form of gaming system 12 , display device 16 , and depth camera 22 .
  • a depth-image analysis system may include a computing system 60 , shown in simplified form in FIG. 8 , which will be discussed in greater detail below.
  • FIG. 2 shows a simplified processing pipeline in which human target 32 in an observed scene 14 is modeled as a virtual skeleton 46 that can be used to draw a virtual avatar 50 on display device 16 . It will be appreciated that a processing pipeline may include additional steps and/or alternative steps than those depicted in FIG. 2 without departing from the scope of this disclosure.
  • human target 32 and the rest of observed scene 14 may be imaged by a capture device such as depth camera 22 .
  • the depth camera may determine, for each pixel, the depth of a surface in the observed scene relative to the depth camera.
  • depth camera 22 may further determine the intensity of one or more channels of light (e.g., red, green, blue) reflected from the surface at that pixel.
  • Virtually any depth finding technology may be used without departing from the scope of this disclosure. Example depth finding technologies are discussed in more detail with reference to capture device 68 of FIG. 8 .
  • the depth information determined for each pixel may be used to generate a depth map 42 .
  • a depth map may take the form of virtually any suitable data structure, including but not limited to a matrix that includes a depth value for each pixel of the observed scene.
  • depth map 42 is schematically illustrated as a pixelated grid of the silhouette of human target 32 . This illustration is for simplicity of understanding, not technical accuracy. It is to be understood that a depth map generally includes depth information for all pixels, not just pixels that image the human target 32 , and that the perspective of depth camera 22 would not result in the silhouette depicted in FIG. 2 .
  • Virtual skeleton 46 may be derived from depth map 42 to provide a machine readable representation of human target 32 .
  • virtual skeleton 46 is derived from depth map 42 to model human target 32 .
  • the virtual skeleton 46 may be derived from the depth map in any suitable manner.
  • one or more skeletal fitting algorithms may be applied to the depth map. The present disclosure is compatible with virtual any skeletal modeling techniques.
  • the virtual skeleton 46 may include a plurality of joints, each joint corresponding to a portion of the human target.
  • virtual skeleton 46 is illustrated as a fifteen-joint stick figure.
  • virtual skeleton 46 includes a left elbow joint 88 , a right elbow joint 86 , a left hand joint 84 , and a right hand joint 82 , among others. This illustration is for simplicity of understanding, not technical accuracy.
  • Virtual skeletons in accordance with the present disclosure may include virtually any number of joints, each of which can be associated with virtually any number of parameters (e.g., three dimensional joint position, joint rotation, etc.).
  • a virtual skeleton may take the form of a skeletal data structure including one or more parameters for each of a plurality of skeletal joints (e.g., a joint matrix including an x position, a y position, a z position, and a rotation for each joint).
  • a joint matrix including an x position, a y position, a z position, and a rotation for each joint.
  • other types of virtual skeletons may be used (e.g., a wireframe, a set of shape primitives, etc.).
  • a virtual avatar 50 may be rendered on display device 16 as a visual representation of virtual skeleton 46 . Because virtual skeleton 46 models human target 32 , and the rendering of the virtual avatar 50 is based on the virtual skeleton 46 , the virtual avatar 50 serves as a viewable digital representation of the human target 32 . As such, movement of virtual avatar 50 on display device 16 reflects the movements of human target 32 .
  • virtual skeleton 46 represents the raw skeleton derived from depth map 42 .
  • one or more joint positions may be constrained—e.g., two-hand mode joint constraints, as described below. Details concerning the modification of a virtual skeleton prior to rendering the virtual avatar are discussed below with reference to FIGS. 3 and 4 .
  • virtual avatar 50 is used as an example aspect of a game that may be controlled by the movements of a human target via the skeletal modeling of a depth map, this is not intended to be limiting.
  • a human target may be modeled with a virtual skeleton, and the virtual skeleton can be used to control aspects of a game or other application other than a virtual avatar.
  • the movement of a human target can control a game or other application even if a virtual avatar is not rendered to the display device.
  • FIG. 3 shows original virtual skeleton 46 A modeling a sequence 310 of human target movements over time.
  • Constrained virtual skeleton 46 B may be derived from original virtual skeleton 46 A if parameters of original virtual skeleton 46 A satisfy one or more criteria.
  • constrained virtual skeleton 46 B is constrained according to two-hand mode from one-hand mode if the left and right hands are deemed to be within a threshold distance of one another. In other embodiments, different constraints and/or criteria may be applied.
  • virtual skeleton 46 A includes a left hand joint 84 and a right hand joint 82 .
  • Each hand joint is associated with a spatial locking threshold (e.g., right hand spatial locking threshold 96 A and left hand spatial locking threshold 96 B).
  • each spatial locking threshold moves with the hand joint and is a generally spherical area centered about the hand joint.
  • virtual skeleton 46 A When the spatial locking thresholds of each hand are separated, virtual skeleton 46 A is recognized to be in a first mode—i.e., one-hand mode. As such, at frame 301 original virtual skeleton 46 A is not constrained according to two-hand mode constraints, and original virtual skeleton 46 A is used by a display/control pipeline 312 to render a virtual avatar or otherwise control aspects of a computing system.
  • virtual skeleton 46 A has intersecting spatial locking thresholds.
  • virtual skeleton 46 A is recognized to be in a second mode—i.e., two-hand mode.
  • original virtual skeleton 46 A is constrained according to two-hand mode constraints, and constrained virtual skeleton 46 B is used by the display/control pipeline 312 to render a virtual avatar or otherwise control aspects of a computing system.
  • one hand joint may have a spatial locking threshold, and two-hand mode may be achieved if the other hand enters into this spatial locking threshold.
  • two-hand mode may not be entered into unless the spatial locking threshold criterion is maintained for a temporal threshold criterion. In other words, two-hand mode will only be achieved if the hands are sufficiently close for a sufficiently long period of time.
  • Virtually any suitable criteria for determining if a human target is intending to use a real or imaginary two-handed prop may be used without departing from the scope of this disclosure.
  • second mode skeletal data may be associated with second skeletal joint constraints, different from the first skeletal joint constraints of the first mode skeletal data.
  • two-hand mode may implement a stable joint complex 95 that includes locked hand unit 83 , left elbow joint 88 , and right elbow joint 86 .
  • Locked hand unit 83 may include a right hand joint and a left hand joint which are constrained to be locked together, even if original virtual skeleton 46 A shows the hand joints separated. Locked hand unit 83 may be constrained to an average observed position of the left hand joint and the right hand joint, for example.
  • locked hand unit 83 may be constrained to either the observed position of the left hand joint or the observed position of the right hand joint. In such cases, the hand joint position that is observed with the highest positional confidence may be selected as the position to which the locked hand unit is constrained.
  • One or more joints included in stable joint complex 95 may have a reduced degree of freedom, whereas joints not included within stable joint complex 95 may have normal degrees of freedom.
  • locked hand unit 83 is free to move as a unit, and the term locked is merely used to describe the association of the left hand joint relative to the right hand joint.
  • a left hand spatial unlocking threshold 98 A and a right hand spatial unlocking threshold 98 B may be implemented for determining when to switch back to one-hand mode from two-hand mode.
  • one-hand mode is achieved if the unlocking thresholds become separated.
  • the size of spatial unlocking thresholds compared to spatial locking thresholds may be selected based on the amount of observed movement that may trigger a switch from one-hand mode to two-hand mode, or vice versa. In some embodiments, including the embodiment illustrated in FIG. 3 , the spatial locking threshold may be smaller than the spatial unlocking threshold. In such cases, it takes relatively greater hand separation to trigger a switch from two-hand mode to one-hand mode, thus potentially avoiding false switches.
  • the spatial unlocking thresholds may be implemented in any desired manner, and may be incorporated with other criteria, such as temporal criterion. For example, a switch from two-hand mode to one-hand mode may only be achieved if the hand joints are observed separated by a threshold distance for a threshold duration of time.
  • virtual skeleton 46 A is shown with intersecting left hand spatial unlocking threshold 98 A and right hand spatial unlocking threshold 98 B.
  • original virtual skeleton 46 A is constrained according to two-hand mode constraints, and constrained virtual skeleton 46 B with stable joint complex 95 is used by the display/control pipeline 312 to render a virtual avatar or otherwise control aspects of a computing system.
  • frame 304 although the left hand joint and the right hand joint have moved even farther apart.
  • virtual skeleton 46 A is shown with separated left hand spatial unlocking threshold 98 A and right hand spatial unlocking threshold 98 B.
  • original virtual skeleton 46 A is not constrained according to two-hand mode constraints, and original virtual skeleton 46 A is used by the display/control pipeline 312 to render a virtual avatar or otherwise control aspects of a computing system.
  • FIG. 3 is provided as an example of the skeletal data modification that may occur between original virtual skeleton 46 A and constrained virtual skeleton 46 B and is not meant to be limiting in any way.
  • the hand joints may be constrained differently and/or other portions of the virtual skeleton may additionally and/or alternatively be constrained.
  • original virtual skeleton 46 A may be constrained more than once per frame.
  • FIG. 4 schematically shows occluded joint finding.
  • Occluded joints may occur when a human target is in such a position that one or more body parts are not clearly defined within the depth map.
  • a depth camera may capture a depth map that is missing some depth data representative of one or more body parts of a human target because those body parts are obscured from view.
  • the depth data that is acquired (representative of unoccluded/visible body parts) may be used to approximate the missing depth data (occluded body parts). Any number of methods may be employed to approximate missing depth data from acquired (visible) depth data, and FIG. 4 is provided as one nonlimiting example.
  • FIG. 4 shows partial skeleton 46 C with a visible left elbow joint 88 C and an occluded right elbow joint 86 C. If partial skeleton 46 C were to be derived only from the acquired depth map, the depth data representative of right elbow joint 86 C would be missing. Thus, partial skeleton 46 C may be used to approximate right elbow joint 86 C and complete virtual skeleton 46 D.
  • virtual skeleton 46 D includes locked hand unit 83 D, visible elbow 88 D, left shoulder 89 D and right shoulder 87 D, among other joints. Visible elbow 88 D, locked hand unit 83 D and a point between left and right shoulders 89 D and 87 D, such as sternum 90 D, may form a triangle used to derive approximated elbow 86 D. Approximated elbow 86 D may be positioned as a reflection of visible elbow 88 D across a line between locked hand unit 83 D and sternum 90 D. Once approximated elbow 86 D is obtained, virtual skeleton 46 D may be used to render virtual avatar 50 and/or otherwise control a computing system.
  • FIG. 4 is provided as an example for approximating an occluded joint, such as occluded elbow 86 C, and that other occluded joints may be approximated by utilizing additional and/or alternative visible joints. Approximating an occluded joint as a reflection of a visible joint is provided as one example and other methods for approximating an occluded joint using unoccluded/visible joints as points of reference may be used without departing from the scope of this disclosure.
  • a player of an electronic game may hold or pretend to hold an object, such as a sword or a racquet.
  • the motions of the player and the real or imaginary object may be considered when adjusting and/or controlling parameters of the electronic game.
  • the motion of a player holding (or pretending to hold) a sword may be tracked and utilized for controlling an on-screen sword in an electronic sword fighting game.
  • FIG. 5 shows an example of virtual avatar 50 with a virtual prop 99 ′ (i.e., a virtual light saber) and a portion of a virtual skeleton 46 used to render the virtual avatar 50 .
  • Virtual avatar 50 includes a plurality of joints that correspond to joints of the virtual skeleton 46 —those depicted in FIG. 5 include locked hand unit 83 ′, left elbow joint 88 ′, right elbow joint 86 ′, left shoulder 89 ′, and right shoulder 87 ′. It will be appreciated that virtual avatar 50 may include additional and/or alternative joints.
  • Virtual skeleton 46 may optionally be associated with a two-handed prop vector 99 , which may be used to orientate virtual prop 99 ′ relative to virtual avatar 50 .
  • Two-handed prop vector 99 may have a fixed orientation relative to the stable joint complex 95 .
  • Two-handed prop vector 99 may originate from locked hand unit 83 and may be positioned such that two-handed prop vector 99 is perpendicular to the plane defined by locked hand unit 83 , left elbow joint 88 , and right elbow joint 86 .
  • Virtual prop 99 ′ may be rendered in accordance with the position and orientation of two-handed prop vector 99 . Because the position and orientation of the two-handed prop vector is based on the stable joint complex 95 of virtual skeleton 46 , the corresponding position and orientation of the virtual prop 99 ′ benefits from the modeling stability provided by the stable joint complex. As such, the virtual prop 99 ′ is protected from jitter and other modeling/rendering problems.
  • one or more additional parameters may be used to modify an orientation of a two-handed prop vector.
  • game artificial intelligence and/or skeletal acceleration may be used to deviate from a two-handed prop vector that is perpendicular to the plane defined by locked hand unit 83 , left elbow joint 88 , and right elbow joint 86 .
  • an orientation and/or extension of the hands may be used to modify an orientation of the two-handed prop vector.
  • FIG. 5 is provided as a nonlimiting example for positioning a virtual prop, such as a weapon, without the human target holding a physical prop.
  • the human target is observed in two-hand mode, and it will be appreciated that a virtual prop may be included during other modes.
  • virtual avatar 50 may include a virtual prop when human target is observed in one-hand mode.
  • a human target may hold a physical prop that may be captured by a depth camera and included as part of the skeletal data.
  • a target may include a human and an object.
  • a player of an electronic game may be holding an object, such that the motions of the player and the object are utilized to adjust and/or control parameters of the electronic game.
  • FIG. 6 is a flowchart illustrating a method 600 of tracking a human target.
  • method 600 includes modeling the human target observed within a depth map obtained from one or more depth cameras with a virtual skeleton including a plurality of joints.
  • the plurality of joints may include, among others, a left hand joint and a right hand joint.
  • method 600 includes constraining the virtual skeleton to a two-hand mode if the left hand joint and the right hand joint are observed to move within a spatial locking threshold of one another. In the two-hand mode, the left hand joint and the right hand joint are locked together as a locked hand unit.
  • method 600 includes switching the virtual skeleton from the two-hand mode to a one-hand mode if the left hand joint and the right hand joint are observed to move outside of a spatial unlocking threshold of one another.
  • FIG. 7 is a flowchart illustrating a method 700 of positioning and aiming a virtual prop.
  • method 700 includes modeling a human target observed within a depth map obtained from one or more depth cameras with a virtual skeleton including a plurality of joints.
  • the plurality of joints may include, among others, a left elbow joint, a right elbow joint, a left hand joint, and a right hand joint.
  • the left hand joint and the right hand joint may be locked together as a locked hand unit.
  • method 700 includes positioning the virtual prop at the locked hand unit.
  • method 700 includes aiming the virtual prop with a fixed orientation relative to a plane defined by a left elbow joint, a right elbow joint, and the locked hand unit.
  • the methods illustrated in FIGS. 6 and 7 are nonlimiting examples of tracking a human target in an observed scene and positioning and aiming a virtual prop.
  • the illustrated methods may include additional and/or alternative steps.
  • the methods may include initialization steps in which a human target may be analyzed before a game commences. Such initialization steps may enable smoother downstream transitions between one-hand mode and two-hand mode, for example.
  • the method may include saved data from an initialization step, allowing for example, the left hand and the right hand of a virtual avatar to grasp a virtual prop. Saved data may include the position of the fingers, and the fingers of a left hand may be used to interpret and display the fingers of a right hand, or vice versa. Saved finger data is provided as one nonlimiting example, and initialization steps may include other saved data enabling smoother downstream modifications and transitions between different modes.
  • a depth-image analysis system may include a computing system 60 , shown in FIG. 8 in simplified form, which may perform one or more of the target recognition, tracking, and analysis methods and processes described herein.
  • Computing system 60 may take a variety of different forms, including, but not limited to, gaming consoles, personal computing systems, public computing systems, human-interactive robots, military tracking systems, and character acquisition systems offering green-screen or motion-capture functionality, among others.
  • Computing system 60 may include a logic subsystem 62 , data-holding subsystem 64 , a display subsystem 66 , and/or a capture device 68 .
  • Computing system 60 may optionally include components not shown in FIG. 8 , and/or some components shown in FIG. 8 may be peripheral components that are not integrated into the computing system.
  • Logic subsystem 62 may include one or more physical devices configured to execute one or more instructions.
  • the logic subsystem may be configured to execute one or more instructions that are part of one or more applications, services, programs, routines, libraries, objects, components, data structures, or other logical constructs.
  • Such instructions may be implemented to perform a task, implement a data type, transform the state of one or more devices, or otherwise arrive at a desired result.
  • the logic subsystem may include one or more processors that are configured to execute software instructions. Additionally or alternatively, the logic subsystem may include one or more hardware or firmware logic machines configured to execute hardware or firmware instructions. Processors of the logic subsystem may be single core or multicore, and the programs executed thereon may be configured for parallel or distributed processing. The logic subsystem may optionally include individual components that are distributed throughout two or more devices (e.g., a gaming console and a depth camera), which may be remotely located and/or configured for coordinated processing. One or more aspects of the logic subsystem may be virtualized and executed by remotely accessible networked computing devices configured in a cloud computing configuration.
  • Data-holding subsystem 64 may include one or more physical, non-transitory, devices configured to hold data and/or instructions executable by the logic subsystem to implement the herein described methods and processes. When such methods and processes are implemented, the state of data-holding subsystem 64 may be transformed (e.g., to hold different data).
  • Data-holding subsystem 64 may include removable media and/or built-in devices.
  • Data-holding subsystem 64 may include optical memory devices (e.g., CD, DVD, HD-DVD, Blu-Ray Disc, etc.), semiconductor memory devices (e.g., RAM, EPROM, EEPROM, etc.) and/or magnetic memory devices (e.g., hard disk drive, floppy disk drive, tape drive, MRAM, etc.), among others.
  • Data-holding subsystem 64 may include devices with one or more of the following characteristics: volatile, nonvolatile, dynamic, static, read/write, read-only, random access, sequential access, location addressable, file addressable, and content addressable.
  • logic subsystem 62 and data-holding subsystem 64 may be integrated into one or more common devices, such as an application specific integrated circuit or a system on a chip.
  • FIG. 8 also shows an aspect of the data-holding subsystem in the form of removable computer-readable storage media 70 , which may be used to store and/or transfer data and/or instructions executable to implement the herein described methods and processes.
  • Removable computer-readable storage media 70 may take the form of CDs, DVDs, HD-DVDs, Blu-Ray Discs, EEPROMs, and/or floppy disks, among others.
  • data-holding subsystem 64 includes one or more physical, non-transitory devices.
  • aspects of the instructions described herein may be propagated in a transitory fashion by a pure signal (e.g., an electromagnetic signal, an optical signal, etc.) that is not held by a physical device for at least a finite duration.
  • a pure signal e.g., an electromagnetic signal, an optical signal, etc.
  • data and/or other forms of information pertaining to the present disclosure may be propagated by a pure signal.
  • Display subsystem 66 may be used to present a visual representation of data held by data-holding subsystem 64 . As the herein described methods and processes change the data held by the data-holding subsystem, and thus transform the state of the data-holding subsystem, the state of display subsystem 66 may likewise be transformed to visually represent changes in the underlying data. As a nonlimiting example, the target recognition, tracking, and analysis described herein may be reflected via display subsystem 66 in the form of a game character that changes poses in game space responsive to the movements of a game player in physical space. Display subsystem 66 may include one or more display devices utilizing virtually any type of technology. Such display devices may be combined with logic subsystem 62 and/or data-holding subsystem 64 in a shared enclosure, or such display devices may be peripheral display devices, as shown in FIG. 1 .
  • a communication subsystem may be configured to communicatively couple computing system 60 with one or more other computing devices.
  • Such a communication subsystem may include wired and/or wireless communication devices compatible with one or more different communication protocols.
  • the communication subsystem may be configured for communication via a wireless telephone network, a wireless local area network, a wired local area network, a wireless wide area network, a wired wide area network, etc.
  • the communication subsystem may allow computing system 60 to send and/or receive messages to and/or from other devices via a network such as the Internet.
  • Computing system 60 further includes a capture device 68 configured to obtain depth-images of one or more targets.
  • Capture device 68 may be configured to capture video with depth information via any suitable technique (e.g., time-of-flight, structured light, stereo image, etc.).
  • capture device 68 may include a depth camera, a video camera, stereo cameras, and/or other suitable capture devices.
  • the capture device 68 may emit infrared light to the target and may then use sensors to detect the backscattered light from the surface of the target.
  • pulsed infrared light may be used, wherein the time between an outgoing light pulse and a corresponding incoming light pulse may be measured and used to determine a physical distance from the capture device to a particular location on the target.
  • the phase of the outgoing light wave may be compared to the phase of the incoming light wave to determine a phase shift, and the phase shift may be used to determine a physical distance from the capture device to a particular location on the target.
  • time-of-flight analysis may be used to indirectly determine a physical distance from the capture device to a particular location on the target by analyzing the intensity of the reflected beam of light over time, via a technique such as shuttered light pulse imaging.
  • structured light analysis may be utilized by capture device 68 to capture depth information.
  • patterned light i.e., light displayed as a known pattern such as grid pattern, a stripe pattern, a constellation of dots, etc.
  • the pattern may become deformed, and this deformation of the pattern may be studied to determine a physical distance from the capture device to a particular location on the target.
  • the capture device may include two or more physically separated cameras that view a target from different angles to obtain visual stereo data.
  • the visual stereo data may be resolved to generate a depth-image.
  • capture device 68 may utilize other technologies to measure and/or calculate depth values. Additionally, capture device 68 may organize the calculated depth information into “Z layers,” i.e., layers perpendicular to a Z axis extending from the depth camera along its line of sight to the target.
  • two or more different cameras may be incorporated into an integrated capture device.
  • a depth camera and a video camera e.g., RGB video camera
  • two or more separate capture devices may be cooperatively used.
  • a depth camera and a separate video camera may be used.
  • a video camera it may be used to provide target tracking data, confirmation data for error correction of target tracking, image capture, face recognition, high-precision tracking of fingers (or other small features), light sensing, and/or other functions.
  • a capture device may include one or more onboard processing units configured to perform one or more target analysis and/or tracking functions.
  • a capture device may include firmware to facilitate updating such onboard processing logic.
  • Computing system 60 may optionally include one or more input devices, such as controller 52 and controller 54 .
  • Input devices may be used to control operation of the computing system.
  • input devices such as controller 52 and/or controller 54 can be used to control aspects of a game not controlled via the target recognition, tracking, and analysis methods and procedures described herein.
  • input devices such as controller 52 and/or controller 54 may include one or more of accelerometers, gyroscopes, infrared target/sensor systems, etc., which may be used to measure movement of the controllers in physical space.
  • the computing system may optionally include and/or utilize input gloves, keyboards, mice, track pads, trackballs, touch screens, buttons, switches, dials, and/or other input devices.
  • target recognition, tracking, and analysis may be used to control or augment aspects of a game, or other application, conventionally controlled by an input device, such as a game controller.
  • the target tracking described herein can be used as a complete replacement to other forms of user input, while in other embodiments such target tracking can be used to complement one or more other forms of user input.

Abstract

A depth-image analysis system calculates first mode skeletal data representing a human target in an observed scene if a portion of the human target is observed with a first set of joint positions, and calculates second mode skeletal data representing the human target in the observed scene if the portion of the human target is observed with a second set of joint positions different than the first set of joint positions. The first mode skeletal data and the second mode skeletal data have different skeletal joint constraints.

Description

BACKGROUND
Computer technology has advanced to enable humans to interact with computers in various ways. One such interaction may occur between humans and gaming systems. Some gaming systems may respond to a player's physical movement. However, a player's movement may be misinterpreted creating an unsatisfying gaming experience.
SUMMARY
This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used to limit the scope of the claimed subject matter. Furthermore, the claimed subject matter is not limited to implementations that solve any or all disadvantages noted in any part of this disclosure.
Depth-image analysis is performed with a device that analyzes a human target within an observed scene by capturing depth-images that include depth information from the observed scene. The human target is modeled with a skeleton including a plurality of joints. First mode skeletal data representing the human target in the observed scene is output if a portion of the human target is observed with a first set of joint positions. Second mode skeletal data representing the human target in the observed scene is output if the portion of the human target is observed with a second set of joint positions different than the first set of joint positions. The first mode skeletal data and the second mode skeletal data have different skeletal joint constraints.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 shows a depth-image analysis system viewing an observed scene in accordance with an embodiment of the present disclosure.
FIG. 2 somewhat schematically shows a human target in an observed scene being modeled with example skeletal data.
FIG. 3 shows a sequence of skeletal data modeling a human target in one-hand mode and two-hand mode.
FIG. 4 schematically shows occluded joint analysis.
FIG. 5 shows a virtual avatar with a virtual prop.
FIG. 6 is a flowchart illustrating a method for tracking a human target in accordance with an embodiment of the present disclosure.
FIG. 7 is a flowchart illustrating a method for positioning and aiming a virtual prop in accordance with an embodiment of the present disclosure.
FIG. 8 schematically shows a computing system that may be used as the depth-image analysis system of FIG. 1.
DETAILED DESCRIPTION
A depth-image analysis system, such as a 3D-vision gaming system, may include a depth camera capable of observing one or more players. As the depth camera captures images of a player within an observed scene, those images may be interpreted and modeled with one or more virtual skeletons. Sometimes a player may be in a position that is difficult to interpret and accurately model with a virtual skeleton. For example, a player may be turned to the side such that some parts of the player are hidden from the depth camera, and therefore, may not appear in those depth-images captured by the depth camera. As another example, a player's hands may be clasped together, making it difficult for the system to distinguish the left hand from the right hand. As a result of these and other difficult scenarios, the virtual skeleton(s) used to model the player may jitter from frame to frame, or otherwise inaccurately model the player. However, the following disclosure at least partially alleviates the aforementioned problems by implementing bi-modal skeletal modeling and occluded joint finding.
As one nonlimiting example, bi-modal skeletal modeling can be used to recognize when a player is posed with left and right hands separated and operating independently and when a player is posed with left and right hands brought together and operating in unison (e.g., when holding a real or imaginary prop). The skeletal modeling may be tuned depending on the mode (e.g., one-hand mode or two-hand mode) in order to alleviate skeletal jitter and/or other modeling problems. Furthermore, occluded joint positions may be estimated, thus alleviating skeletal jitter and/or other problems. While one-hand mode and two-hand mode are provided as an example bi-modal modeling, it is to be understood that additional and/or alternative modes may be implemented (e.g., sitting/standing, standing/kneeling, etc.). Further, three or more modes may be implemented (e.g., sitting/kneeling/standing, etc.).
FIG. 1 shows a nonlimiting example of a depth-image analysis system 10. In particular, FIG. 1 shows a gaming system 12 that may be used to play a variety of different games, play one or more different media types, and/or control or manipulate non-game applications. FIG. 1 also shows a display device 16 such as a television or a computer monitor, which may be used to present game visuals to game players. As one example, display device 16 may be used to visually present a virtual avatar 50 that human target 32 controls with his movements. The depth-image analysis system 10 may include a capture device, such as a depth camera 22 that visually monitors or tracks human target 32 within an observed scene 14. Depth camera 22 is discussed in greater detail with respect to FIGS. 2 and 8.
Human target 32 is shown here as a game player within observed scene 14. Human target 32 is tracked by depth camera 22 so that the movements of human target 32 may be interpreted by gaming system 12 as controls that can be used to affect the game being executed by gaming system 12. In other words, human target 32 may use his or her movements to control the game. The movements of human target 32 may be interpreted as virtually any type of game control. Some movements of human target 32 may be interpreted as controls that serve purposes other than controlling virtual avatar 50. For example, human target 32 may use movements to end, pause, save, select a level, view high scores, communicate with another player, etc.
Depth camera 22 may also be used to interpret human target movements as operating system and/or application controls that are outside the realm of gaming. Virtually any controllable aspect of an operating system and/or application may be controlled by movements of a game player, such as human target 32. The illustrated scenario in FIG. 1 is provided as an example, but is not meant to be limiting in any way. To the contrary, the illustrated scenario is intended to demonstrate a general concept, which may be applied to a variety of different applications without departing from the scope of this disclosure.
The methods and processes described herein may be tied to a variety of different types of computing systems. FIG. 1 shows a nonlimiting example in the form of gaming system 12, display device 16, and depth camera 22. In general, a depth-image analysis system may include a computing system 60, shown in simplified form in FIG. 8, which will be discussed in greater detail below.
FIG. 2 shows a simplified processing pipeline in which human target 32 in an observed scene 14 is modeled as a virtual skeleton 46 that can be used to draw a virtual avatar 50 on display device 16. It will be appreciated that a processing pipeline may include additional steps and/or alternative steps than those depicted in FIG. 2 without departing from the scope of this disclosure.
As shown in FIG. 2, human target 32 and the rest of observed scene 14 may be imaged by a capture device such as depth camera 22. The depth camera may determine, for each pixel, the depth of a surface in the observed scene relative to the depth camera. In some embodiments, depth camera 22 may further determine the intensity of one or more channels of light (e.g., red, green, blue) reflected from the surface at that pixel. Virtually any depth finding technology may be used without departing from the scope of this disclosure. Example depth finding technologies are discussed in more detail with reference to capture device 68 of FIG. 8.
The depth information determined for each pixel may be used to generate a depth map 42. Such a depth map may take the form of virtually any suitable data structure, including but not limited to a matrix that includes a depth value for each pixel of the observed scene. In FIG. 2, depth map 42 is schematically illustrated as a pixelated grid of the silhouette of human target 32. This illustration is for simplicity of understanding, not technical accuracy. It is to be understood that a depth map generally includes depth information for all pixels, not just pixels that image the human target 32, and that the perspective of depth camera 22 would not result in the silhouette depicted in FIG. 2.
Virtual skeleton 46 may be derived from depth map 42 to provide a machine readable representation of human target 32. In other words, virtual skeleton 46 is derived from depth map 42 to model human target 32. The virtual skeleton 46 may be derived from the depth map in any suitable manner. In some embodiments, one or more skeletal fitting algorithms may be applied to the depth map. The present disclosure is compatible with virtual any skeletal modeling techniques.
The virtual skeleton 46 may include a plurality of joints, each joint corresponding to a portion of the human target. In FIG. 2, virtual skeleton 46 is illustrated as a fifteen-joint stick figure. In particular, virtual skeleton 46 includes a left elbow joint 88, a right elbow joint 86, a left hand joint 84, and a right hand joint 82, among others. This illustration is for simplicity of understanding, not technical accuracy. Virtual skeletons in accordance with the present disclosure may include virtually any number of joints, each of which can be associated with virtually any number of parameters (e.g., three dimensional joint position, joint rotation, etc.). It is to be understood that a virtual skeleton may take the form of a skeletal data structure including one or more parameters for each of a plurality of skeletal joints (e.g., a joint matrix including an x position, a y position, a z position, and a rotation for each joint). In some embodiments, other types of virtual skeletons may be used (e.g., a wireframe, a set of shape primitives, etc.).
As shown in FIG. 2, a virtual avatar 50 may be rendered on display device 16 as a visual representation of virtual skeleton 46. Because virtual skeleton 46 models human target 32, and the rendering of the virtual avatar 50 is based on the virtual skeleton 46, the virtual avatar 50 serves as a viewable digital representation of the human target 32. As such, movement of virtual avatar 50 on display device 16 reflects the movements of human target 32.
In the illustrated example, virtual skeleton 46 represents the raw skeleton derived from depth map 42. In some scenarios, it may be beneficial to modify the virtual skeleton before rendering the virtual avatar from the virtual skeleton. As an example, one or more joint positions may be constrained—e.g., two-hand mode joint constraints, as described below. Details concerning the modification of a virtual skeleton prior to rendering the virtual avatar are discussed below with reference to FIGS. 3 and 4.
Furthermore, while virtual avatar 50 is used as an example aspect of a game that may be controlled by the movements of a human target via the skeletal modeling of a depth map, this is not intended to be limiting. A human target may be modeled with a virtual skeleton, and the virtual skeleton can be used to control aspects of a game or other application other than a virtual avatar. For example, the movement of a human target can control a game or other application even if a virtual avatar is not rendered to the display device.
FIG. 3 shows original virtual skeleton 46A modeling a sequence 310 of human target movements over time. Constrained virtual skeleton 46B may be derived from original virtual skeleton 46A if parameters of original virtual skeleton 46A satisfy one or more criteria. In this particular example, constrained virtual skeleton 46B is constrained according to two-hand mode from one-hand mode if the left and right hands are deemed to be within a threshold distance of one another. In other embodiments, different constraints and/or criteria may be applied.
At frame 301, virtual skeleton 46A includes a left hand joint 84 and a right hand joint 82. Each hand joint is associated with a spatial locking threshold (e.g., right hand spatial locking threshold 96A and left hand spatial locking threshold 96B). In the illustrated embodiment, each spatial locking threshold moves with the hand joint and is a generally spherical area centered about the hand joint.
When the spatial locking thresholds of each hand are separated, virtual skeleton 46A is recognized to be in a first mode—i.e., one-hand mode. As such, at frame 301 original virtual skeleton 46A is not constrained according to two-hand mode constraints, and original virtual skeleton 46A is used by a display/control pipeline 312 to render a virtual avatar or otherwise control aspects of a computing system.
At frame 302, the left and right hands have moved together and virtual skeleton 46A has intersecting spatial locking thresholds. When the spatial locking thresholds intersect, virtual skeleton 46A is recognized to be in a second mode—i.e., two-hand mode. As such, at frame 302 original virtual skeleton 46A is constrained according to two-hand mode constraints, and constrained virtual skeleton 46B is used by the display/control pipeline 312 to render a virtual avatar or otherwise control aspects of a computing system.
The example spatial locking threshold implementation described above is nonlimiting. Other spatial locking threshold implementations may be applied without departing from the scope of this disclosure. In some embodiments, one hand joint may have a spatial locking threshold, and two-hand mode may be achieved if the other hand enters into this spatial locking threshold. In some embodiments, two-hand mode may not be entered into unless the spatial locking threshold criterion is maintained for a temporal threshold criterion. In other words, two-hand mode will only be achieved if the hands are sufficiently close for a sufficiently long period of time. Virtually any suitable criteria for determining if a human target is intending to use a real or imaginary two-handed prop may be used without departing from the scope of this disclosure.
As shown with reference to constrained virtual skeleton 46B in frame 302, second mode skeletal data (e.g., two-hand mode) may be associated with second skeletal joint constraints, different from the first skeletal joint constraints of the first mode skeletal data. For example, two-hand mode may implement a stable joint complex 95 that includes locked hand unit 83, left elbow joint 88, and right elbow joint 86. Locked hand unit 83 may include a right hand joint and a left hand joint which are constrained to be locked together, even if original virtual skeleton 46A shows the hand joints separated. Locked hand unit 83 may be constrained to an average observed position of the left hand joint and the right hand joint, for example. As another example, locked hand unit 83 may be constrained to either the observed position of the left hand joint or the observed position of the right hand joint. In such cases, the hand joint position that is observed with the highest positional confidence may be selected as the position to which the locked hand unit is constrained.
One or more joints included in stable joint complex 95 may have a reduced degree of freedom, whereas joints not included within stable joint complex 95 may have normal degrees of freedom. It will be appreciated that locked hand unit 83 is free to move as a unit, and the term locked is merely used to describe the association of the left hand joint relative to the right hand joint.
As shown at frame 303, once two-hand mode is achieved, a left hand spatial unlocking threshold 98A and a right hand spatial unlocking threshold 98B may be implemented for determining when to switch back to one-hand mode from two-hand mode. In this implementation, one-hand mode is achieved if the unlocking thresholds become separated. The size of spatial unlocking thresholds compared to spatial locking thresholds may be selected based on the amount of observed movement that may trigger a switch from one-hand mode to two-hand mode, or vice versa. In some embodiments, including the embodiment illustrated in FIG. 3, the spatial locking threshold may be smaller than the spatial unlocking threshold. In such cases, it takes relatively greater hand separation to trigger a switch from two-hand mode to one-hand mode, thus potentially avoiding false switches.
Similar to the spatial locking thresholds discussed above, the spatial unlocking thresholds may be implemented in any desired manner, and may be incorporated with other criteria, such as temporal criterion. For example, a switch from two-hand mode to one-hand mode may only be achieved if the hand joints are observed separated by a threshold distance for a threshold duration of time.
At frame 303, virtual skeleton 46A is shown with intersecting left hand spatial unlocking threshold 98A and right hand spatial unlocking threshold 98B. As such, at frame 303 original virtual skeleton 46A is constrained according to two-hand mode constraints, and constrained virtual skeleton 46B with stable joint complex 95 is used by the display/control pipeline 312 to render a virtual avatar or otherwise control aspects of a computing system. The same is true for frame 304, although the left hand joint and the right hand joint have moved even farther apart.
At frame 305, virtual skeleton 46A is shown with separated left hand spatial unlocking threshold 98A and right hand spatial unlocking threshold 98B. As such, at frame 305 original virtual skeleton 46A is not constrained according to two-hand mode constraints, and original virtual skeleton 46A is used by the display/control pipeline 312 to render a virtual avatar or otherwise control aspects of a computing system.
FIG. 3 is provided as an example of the skeletal data modification that may occur between original virtual skeleton 46A and constrained virtual skeleton 46B and is not meant to be limiting in any way. In some embodiments the hand joints may be constrained differently and/or other portions of the virtual skeleton may additionally and/or alternatively be constrained. In some embodiments, original virtual skeleton 46A may be constrained more than once per frame.
FIG. 4 schematically shows occluded joint finding. Occluded joints may occur when a human target is in such a position that one or more body parts are not clearly defined within the depth map. In other words, a depth camera may capture a depth map that is missing some depth data representative of one or more body parts of a human target because those body parts are obscured from view. In such a scenario, the depth data that is acquired (representative of unoccluded/visible body parts) may be used to approximate the missing depth data (occluded body parts). Any number of methods may be employed to approximate missing depth data from acquired (visible) depth data, and FIG. 4 is provided as one nonlimiting example.
FIG. 4 shows partial skeleton 46C with a visible left elbow joint 88C and an occluded right elbow joint 86C. If partial skeleton 46C were to be derived only from the acquired depth map, the depth data representative of right elbow joint 86C would be missing. Thus, partial skeleton 46C may be used to approximate right elbow joint 86C and complete virtual skeleton 46D.
As shown, virtual skeleton 46D includes locked hand unit 83D, visible elbow 88D, left shoulder 89D and right shoulder 87D, among other joints. Visible elbow 88D, locked hand unit 83D and a point between left and right shoulders 89D and 87D, such as sternum 90D, may form a triangle used to derive approximated elbow 86D. Approximated elbow 86D may be positioned as a reflection of visible elbow 88D across a line between locked hand unit 83D and sternum 90D. Once approximated elbow 86D is obtained, virtual skeleton 46D may be used to render virtual avatar 50 and/or otherwise control a computing system.
It will be appreciated that FIG. 4 is provided as an example for approximating an occluded joint, such as occluded elbow 86C, and that other occluded joints may be approximated by utilizing additional and/or alternative visible joints. Approximating an occluded joint as a reflection of a visible joint is provided as one example and other methods for approximating an occluded joint using unoccluded/visible joints as points of reference may be used without departing from the scope of this disclosure.
In some scenarios, a player of an electronic game may hold or pretend to hold an object, such as a sword or a racquet. In such scenarios, the motions of the player and the real or imaginary object may be considered when adjusting and/or controlling parameters of the electronic game. For example, the motion of a player holding (or pretending to hold) a sword may be tracked and utilized for controlling an on-screen sword in an electronic sword fighting game.
FIG. 5 shows an example of virtual avatar 50 with a virtual prop 99′ (i.e., a virtual light saber) and a portion of a virtual skeleton 46 used to render the virtual avatar 50. Virtual avatar 50 includes a plurality of joints that correspond to joints of the virtual skeleton 46—those depicted in FIG. 5 include locked hand unit 83′, left elbow joint 88′, right elbow joint 86′, left shoulder 89′, and right shoulder 87′. It will be appreciated that virtual avatar 50 may include additional and/or alternative joints. Virtual skeleton 46 may optionally be associated with a two-handed prop vector 99, which may be used to orientate virtual prop 99′ relative to virtual avatar 50.
Two-handed prop vector 99 may have a fixed orientation relative to the stable joint complex 95. Two-handed prop vector 99 may originate from locked hand unit 83 and may be positioned such that two-handed prop vector 99 is perpendicular to the plane defined by locked hand unit 83, left elbow joint 88, and right elbow joint 86.
Virtual prop 99′ may be rendered in accordance with the position and orientation of two-handed prop vector 99. Because the position and orientation of the two-handed prop vector is based on the stable joint complex 95 of virtual skeleton 46, the corresponding position and orientation of the virtual prop 99′ benefits from the modeling stability provided by the stable joint complex. As such, the virtual prop 99′ is protected from jitter and other modeling/rendering problems.
In some embodiments, one or more additional parameters may be used to modify an orientation of a two-handed prop vector. For example, game artificial intelligence and/or skeletal acceleration may be used to deviate from a two-handed prop vector that is perpendicular to the plane defined by locked hand unit 83, left elbow joint 88, and right elbow joint 86. In some embodiments, an orientation and/or extension of the hands may be used to modify an orientation of the two-handed prop vector.
FIG. 5 is provided as a nonlimiting example for positioning a virtual prop, such as a weapon, without the human target holding a physical prop. In this example, the human target is observed in two-hand mode, and it will be appreciated that a virtual prop may be included during other modes. For example, virtual avatar 50 may include a virtual prop when human target is observed in one-hand mode. In another example, a human target may hold a physical prop that may be captured by a depth camera and included as part of the skeletal data. In other words, a target may include a human and an object. In such embodiments, for example, a player of an electronic game may be holding an object, such that the motions of the player and the object are utilized to adjust and/or control parameters of the electronic game.
FIG. 6 is a flowchart illustrating a method 600 of tracking a human target. At 601, method 600 includes modeling the human target observed within a depth map obtained from one or more depth cameras with a virtual skeleton including a plurality of joints. The plurality of joints may include, among others, a left hand joint and a right hand joint. At 602, method 600 includes constraining the virtual skeleton to a two-hand mode if the left hand joint and the right hand joint are observed to move within a spatial locking threshold of one another. In the two-hand mode, the left hand joint and the right hand joint are locked together as a locked hand unit. At 603, method 600 includes switching the virtual skeleton from the two-hand mode to a one-hand mode if the left hand joint and the right hand joint are observed to move outside of a spatial unlocking threshold of one another.
FIG. 7 is a flowchart illustrating a method 700 of positioning and aiming a virtual prop. At 701, method 700 includes modeling a human target observed within a depth map obtained from one or more depth cameras with a virtual skeleton including a plurality of joints. The plurality of joints may include, among others, a left elbow joint, a right elbow joint, a left hand joint, and a right hand joint. The left hand joint and the right hand joint may be locked together as a locked hand unit. At 702, method 700 includes positioning the virtual prop at the locked hand unit. At 703, method 700 includes aiming the virtual prop with a fixed orientation relative to a plane defined by a left elbow joint, a right elbow joint, and the locked hand unit.
The methods illustrated in FIGS. 6 and 7 are nonlimiting examples of tracking a human target in an observed scene and positioning and aiming a virtual prop. The illustrated methods may include additional and/or alternative steps. For example, the methods may include initialization steps in which a human target may be analyzed before a game commences. Such initialization steps may enable smoother downstream transitions between one-hand mode and two-hand mode, for example. In particular, when a virtual prop is enabled, the method may include saved data from an initialization step, allowing for example, the left hand and the right hand of a virtual avatar to grasp a virtual prop. Saved data may include the position of the fingers, and the fingers of a left hand may be used to interpret and display the fingers of a right hand, or vice versa. Saved finger data is provided as one nonlimiting example, and initialization steps may include other saved data enabling smoother downstream modifications and transitions between different modes.
In general, a depth-image analysis system may include a computing system 60, shown in FIG. 8 in simplified form, which may perform one or more of the target recognition, tracking, and analysis methods and processes described herein. Computing system 60 may take a variety of different forms, including, but not limited to, gaming consoles, personal computing systems, public computing systems, human-interactive robots, military tracking systems, and character acquisition systems offering green-screen or motion-capture functionality, among others.
Computing system 60 may include a logic subsystem 62, data-holding subsystem 64, a display subsystem 66, and/or a capture device 68. Computing system 60 may optionally include components not shown in FIG. 8, and/or some components shown in FIG. 8 may be peripheral components that are not integrated into the computing system.
Logic subsystem 62 may include one or more physical devices configured to execute one or more instructions. For example, the logic subsystem may be configured to execute one or more instructions that are part of one or more applications, services, programs, routines, libraries, objects, components, data structures, or other logical constructs. Such instructions may be implemented to perform a task, implement a data type, transform the state of one or more devices, or otherwise arrive at a desired result.
The logic subsystem may include one or more processors that are configured to execute software instructions. Additionally or alternatively, the logic subsystem may include one or more hardware or firmware logic machines configured to execute hardware or firmware instructions. Processors of the logic subsystem may be single core or multicore, and the programs executed thereon may be configured for parallel or distributed processing. The logic subsystem may optionally include individual components that are distributed throughout two or more devices (e.g., a gaming console and a depth camera), which may be remotely located and/or configured for coordinated processing. One or more aspects of the logic subsystem may be virtualized and executed by remotely accessible networked computing devices configured in a cloud computing configuration.
Data-holding subsystem 64 may include one or more physical, non-transitory, devices configured to hold data and/or instructions executable by the logic subsystem to implement the herein described methods and processes. When such methods and processes are implemented, the state of data-holding subsystem 64 may be transformed (e.g., to hold different data).
Data-holding subsystem 64 may include removable media and/or built-in devices. Data-holding subsystem 64 may include optical memory devices (e.g., CD, DVD, HD-DVD, Blu-Ray Disc, etc.), semiconductor memory devices (e.g., RAM, EPROM, EEPROM, etc.) and/or magnetic memory devices (e.g., hard disk drive, floppy disk drive, tape drive, MRAM, etc.), among others. Data-holding subsystem 64 may include devices with one or more of the following characteristics: volatile, nonvolatile, dynamic, static, read/write, read-only, random access, sequential access, location addressable, file addressable, and content addressable. In some embodiments, logic subsystem 62 and data-holding subsystem 64 may be integrated into one or more common devices, such as an application specific integrated circuit or a system on a chip.
FIG. 8 also shows an aspect of the data-holding subsystem in the form of removable computer-readable storage media 70, which may be used to store and/or transfer data and/or instructions executable to implement the herein described methods and processes. Removable computer-readable storage media 70 may take the form of CDs, DVDs, HD-DVDs, Blu-Ray Discs, EEPROMs, and/or floppy disks, among others.
It is to be appreciated that data-holding subsystem 64 includes one or more physical, non-transitory devices. In contrast, in some embodiments aspects of the instructions described herein may be propagated in a transitory fashion by a pure signal (e.g., an electromagnetic signal, an optical signal, etc.) that is not held by a physical device for at least a finite duration. Furthermore, data and/or other forms of information pertaining to the present disclosure may be propagated by a pure signal.
Display subsystem 66 may be used to present a visual representation of data held by data-holding subsystem 64. As the herein described methods and processes change the data held by the data-holding subsystem, and thus transform the state of the data-holding subsystem, the state of display subsystem 66 may likewise be transformed to visually represent changes in the underlying data. As a nonlimiting example, the target recognition, tracking, and analysis described herein may be reflected via display subsystem 66 in the form of a game character that changes poses in game space responsive to the movements of a game player in physical space. Display subsystem 66 may include one or more display devices utilizing virtually any type of technology. Such display devices may be combined with logic subsystem 62 and/or data-holding subsystem 64 in a shared enclosure, or such display devices may be peripheral display devices, as shown in FIG. 1.
When included, a communication subsystem may be configured to communicatively couple computing system 60 with one or more other computing devices. Such a communication subsystem may include wired and/or wireless communication devices compatible with one or more different communication protocols. As nonlimiting examples, the communication subsystem may be configured for communication via a wireless telephone network, a wireless local area network, a wired local area network, a wireless wide area network, a wired wide area network, etc. In some embodiments, the communication subsystem may allow computing system 60 to send and/or receive messages to and/or from other devices via a network such as the Internet.
Computing system 60 further includes a capture device 68 configured to obtain depth-images of one or more targets. Capture device 68 may be configured to capture video with depth information via any suitable technique (e.g., time-of-flight, structured light, stereo image, etc.). As such, capture device 68 may include a depth camera, a video camera, stereo cameras, and/or other suitable capture devices.
For example, in time-of-flight analysis, the capture device 68 may emit infrared light to the target and may then use sensors to detect the backscattered light from the surface of the target. In some cases, pulsed infrared light may be used, wherein the time between an outgoing light pulse and a corresponding incoming light pulse may be measured and used to determine a physical distance from the capture device to a particular location on the target. In some cases, the phase of the outgoing light wave may be compared to the phase of the incoming light wave to determine a phase shift, and the phase shift may be used to determine a physical distance from the capture device to a particular location on the target.
In another example, time-of-flight analysis may be used to indirectly determine a physical distance from the capture device to a particular location on the target by analyzing the intensity of the reflected beam of light over time, via a technique such as shuttered light pulse imaging.
In another example, structured light analysis may be utilized by capture device 68 to capture depth information. In such an analysis, patterned light (i.e., light displayed as a known pattern such as grid pattern, a stripe pattern, a constellation of dots, etc.) may be projected onto the target. Upon striking the surface of the target, the pattern may become deformed, and this deformation of the pattern may be studied to determine a physical distance from the capture device to a particular location on the target.
In another example, the capture device may include two or more physically separated cameras that view a target from different angles to obtain visual stereo data. In such cases, the visual stereo data may be resolved to generate a depth-image.
In other embodiments, capture device 68 may utilize other technologies to measure and/or calculate depth values. Additionally, capture device 68 may organize the calculated depth information into “Z layers,” i.e., layers perpendicular to a Z axis extending from the depth camera along its line of sight to the target.
In some embodiments, two or more different cameras may be incorporated into an integrated capture device. For example, a depth camera and a video camera (e.g., RGB video camera) may be incorporated into a common capture device. In some embodiments, two or more separate capture devices may be cooperatively used. For example, a depth camera and a separate video camera may be used. When a video camera is used, it may be used to provide target tracking data, confirmation data for error correction of target tracking, image capture, face recognition, high-precision tracking of fingers (or other small features), light sensing, and/or other functions.
It is to be understood that at least some target analysis and tracking operations may be executed by a logic machine of one or more capture devices. A capture device may include one or more onboard processing units configured to perform one or more target analysis and/or tracking functions. A capture device may include firmware to facilitate updating such onboard processing logic.
Computing system 60 may optionally include one or more input devices, such as controller 52 and controller 54. Input devices may be used to control operation of the computing system. In the context of a game, input devices, such as controller 52 and/or controller 54 can be used to control aspects of a game not controlled via the target recognition, tracking, and analysis methods and procedures described herein. In some embodiments, input devices such as controller 52 and/or controller 54 may include one or more of accelerometers, gyroscopes, infrared target/sensor systems, etc., which may be used to measure movement of the controllers in physical space. In some embodiments, the computing system may optionally include and/or utilize input gloves, keyboards, mice, track pads, trackballs, touch screens, buttons, switches, dials, and/or other input devices. As will be appreciated, target recognition, tracking, and analysis may be used to control or augment aspects of a game, or other application, conventionally controlled by an input device, such as a game controller. In some embodiments, the target tracking described herein can be used as a complete replacement to other forms of user input, while in other embodiments such target tracking can be used to complement one or more other forms of user input.
It is to be understood that the configurations and/or approaches described herein are exemplary in nature, and that these specific embodiments or examples are not to be considered in a limiting sense, because numerous variations are possible. The specific routines or methods described herein may represent one or more of any number of processing strategies. As such, various acts illustrated may be performed in the sequence illustrated, in other sequences, in parallel, or in some cases omitted. Likewise, the order of the above-described processes may be changed.
The subject matter of the present disclosure includes all novel and nonobvious combinations and subcombinations of the various processes, systems and configurations, and other features, functions, acts, and/or properties disclosed herein, as well as any and all equivalents thereof.

Claims (21)

The invention claimed is:
1. A depth-image analysis system, comprising:
a logic device in operative communication with one or more depth cameras configured to generate a depth map of an observed scene; and
a data-holding device holding instructions executable by the logic device to:
output first mode skeletal data representing a human target in the observed scene if a portion of the human target is observed with a first set of joint positions; and
output second mode skeletal data representing the human target in the observed scene if the portion of the human target is observed with a second set of joint positions different than the first set of joint positions, the first mode skeletal data having first skeletal joint constraints that allow a left hand virtual skeleton joint to separate from a right hand virtual skeleton joint, and the second mode skeletal data having second skeletal joint constraints that lock together the left hand virtual skeleton joint and the right hand virtual skeleton joint.
2. The depth-image analysis system of claim 1, where the first mode skeletal data is one-hand mode skeletal data identifying each of a plurality of virtual skeleton joints with three-dimensional coordinates, and the first set of joint positions includes a left hand joint and a right hand joint observed in a separated joint position; and where the second mode skeletal data is two-hand mode skeletal data identifying each of a plurality of virtual skeleton joints with three-dimensional coordinates, and the second set of joint positions includes the left hand joint and the right hand joint observed in an unseparated joint position.
3. The depth-image analysis system of claim 2, where the data-holding device holds instructions executable by the logic device to switch from outputting one-hand mode skeletal data to outputting two-hand mode skeletal data if the left hand joint and the right hand joint are observed within a spatial locking threshold for at least a threshold duration.
4. The depth-image analysis system of claim 3, where the data-holding device holds instructions executable by the logic device to switch from outputting two-hand mode skeletal data to outputting one-hand mode skeletal data if the left hand joint and the right hand joint are observed outside of a spatial unlocking threshold.
5. The depth-image analysis system of claim 4, where the spatial locking threshold is smaller than the spatial unlocking threshold.
6. The depth-image analysis system of claim 2, where the two-hand mode skeletal data includes a stable joint complex including a right elbow joint, a left elbow joint, and a locked hand unit.
7. The depth-image analysis system of claim 6, where an occluded one of the right elbow joint and the left elbow joint is positioned as a reflection of an unoccluded one of the right elbow joint and the left elbow joint across a line extending between the locked hand unit and a sternum point.
8. The depth-image analysis system of claim 6, where one or more joints of the stable joint complex have a reduced degree of freedom.
9. The depth-image analysis system of claim 8, where joints not a part of the stable joint complex have normal degrees of freedom.
10. The depth-image analysis system of claim 6, where the locked hand unit includes a right hand joint and a left hand joint locked together in the stable joint complex.
11. The depth-image analysis system of claim 10, where the locked hand unit is constrained to an average observed position of the right hand joint and the left hand joint.
12. The depth-image analysis system of claim 10, where the locked hand unit is constrained to an observed position of an observed hand joint having a highest confidence.
13. The depth-image analysis system of claim 6, where the two-hand mode skeletal data includes a two-handed prop vector with a fixed orientation relative to the stable joint complex and an origination at the locked hand unit.
14. The depth-image analysis system of claim 13, where the two-handed prop vector is perpendicular to a plane defined by the right elbow joint, the left elbow joint, and the locked hand unit.
15. A method of tracking a human target, the method comprising:
modeling the human target observed within a depth map obtained from one or more depth cameras with a virtual skeleton including a plurality of joints, the plurality of joints including a left hand virtual skeleton joint and a right hand virtual skeleton joint;
constraining the virtual skeleton to a two-hand mode if the left hand virtual skeleton joint and the right hand virtual skeleton joint are observed to move within a spatial locking threshold of one another, where the left hand virtual skeleton joint and the right hand virtual skeleton joint are constrained to remain locked together as a locked hand unit in the two-hand mode; and
switching the virtual skeleton from the two-hand mode to a one-hand mode if the left hand virtual skeleton joint and the right hand virtual skeleton joint are observed to move outside of a spatial unlocking threshold of one another.
16. The method of claim 15, where the spatial locking threshold is smaller than the spatial unlocking threshold.
17. The method of claim 15, where the locked hand unit is constrained to an average observed position of the right hand virtual skeleton joint and the left hand virtual skeleton joint.
18. The method of claim 15, where the locked hand unit is constrained to an observed position of an observed hand virtual skeleton joint having a highest confidence.
19. A method of positioning and aiming a virtual prop, the method comprising:
modeling a human target observed within a depth map obtained from one or more depth cameras with a virtual skeleton including a plurality of joints, the plurality of joints including a left elbow joint, a right elbow joint, a left hand joint, and a right hand joint, the left hand joint and the right hand joint locked together as a locked hand unit; and
positioning the virtual prop at the locked hand unit and aiming the virtual prop with a fixed orientation relative to a plane defined by the left elbow joint, the right elbow joint, and the locked hand unit.
20. The method of claim 19, where the fixed orientation is perpendicular to the plane.
21. The depth-image analysis system of claim 10, where a three-dimensional coordinate of the right hand joint and a three-dimensional coordinate of the left hand joint are locked together in the stable joint complex.
US12/950,854 2010-11-19 2010-11-19 Bi-modal depth-image analysis Active 2033-04-17 US9349040B2 (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
US12/950,854 US9349040B2 (en) 2010-11-19 2010-11-19 Bi-modal depth-image analysis
CN201110386118.9A CN102541258B (en) 2010-11-19 2011-11-18 Bi-modal depth-image analysis

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
US12/950,854 US9349040B2 (en) 2010-11-19 2010-11-19 Bi-modal depth-image analysis

Publications (2)

Publication Number Publication Date
US20120128201A1 US20120128201A1 (en) 2012-05-24
US9349040B2 true US9349040B2 (en) 2016-05-24

Family

ID=46064413

Family Applications (1)

Application Number Title Priority Date Filing Date
US12/950,854 Active 2033-04-17 US9349040B2 (en) 2010-11-19 2010-11-19 Bi-modal depth-image analysis

Country Status (2)

Country Link
US (1) US9349040B2 (en)
CN (1) CN102541258B (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20150193939A1 (en) * 2012-10-30 2015-07-09 Apple Inc. Depth mapping with enhanced resolution
US20180343438A1 (en) * 2017-05-24 2018-11-29 Lg Electronics Inc. Mobile terminal and method for controlling the same
US10249163B1 (en) * 2017-11-10 2019-04-02 Otis Elevator Company Model sensing and activity determination for safety and efficiency

Families Citing this family (20)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8942917B2 (en) 2011-02-14 2015-01-27 Microsoft Corporation Change invariant scene recognition by an agent
US8571263B2 (en) * 2011-03-17 2013-10-29 Microsoft Corporation Predicting joint positions
US8740702B2 (en) * 2011-05-31 2014-06-03 Microsoft Corporation Action trigger gesturing
RU2455676C2 (en) 2011-07-04 2012-07-10 Общество с ограниченной ответственностью "ТРИДИВИ" Method of controlling device using gestures and 3d sensor for realising said method
US9628843B2 (en) * 2011-11-21 2017-04-18 Microsoft Technology Licensing, Llc Methods for controlling electronic devices using gestures
US10234941B2 (en) 2012-10-04 2019-03-19 Microsoft Technology Licensing, Llc Wearable sensor for tracking articulated body-parts
KR101909630B1 (en) 2012-10-30 2018-10-18 삼성전자주식회사 Method and apparatus of recognizing a motion
US9857470B2 (en) 2012-12-28 2018-01-02 Microsoft Technology Licensing, Llc Using photometric stereo for 3D environment modeling
TWI515605B (en) * 2013-01-29 2016-01-01 緯創資通股份有限公司 Gesture recognizing and controlling method and device thereof
US9940553B2 (en) 2013-02-22 2018-04-10 Microsoft Technology Licensing, Llc Camera/object pose from predicted coordinates
US9144744B2 (en) * 2013-06-10 2015-09-29 Microsoft Corporation Locating and orienting device in space
US9971490B2 (en) * 2014-02-26 2018-05-15 Microsoft Technology Licensing, Llc Device control
US10168785B2 (en) * 2015-03-03 2019-01-01 Nvidia Corporation Multi-sensor based user interface
CN106599770A (en) * 2016-10-20 2017-04-26 江苏清投视讯科技有限公司 Skiing scene display method based on body feeling motion identification and image matting
US10269116B2 (en) * 2016-12-26 2019-04-23 Intel Corporation Proprioception training method and apparatus
US10685466B2 (en) * 2017-05-23 2020-06-16 Dell Products L.P. System and method of utilizing video systems with available bandwidth
US20180359448A1 (en) * 2017-06-07 2018-12-13 Digital Myths Studio, Inc. Multiparty collaborative interaction in a virtual reality environment
CN107832736B (en) * 2017-11-24 2020-10-27 南京华捷艾米软件科技有限公司 Real-time human body action recognition method and real-time human body action recognition device
US11113887B2 (en) * 2018-01-08 2021-09-07 Verizon Patent And Licensing Inc Generating three-dimensional content from two-dimensional images
EP3953857A4 (en) * 2019-04-12 2022-11-16 INTEL Corporation Technology to automatically identify the frontal body orientation of individuals in real-time multi-camera video feeds

Citations (183)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4627620A (en) 1984-12-26 1986-12-09 Yang John P Electronic athlete trainer for improving skills in reflex, speed and accuracy
US4630910A (en) 1984-02-16 1986-12-23 Robotic Vision Systems, Inc. Method of measuring in three-dimensions at high speed
US4645458A (en) 1985-04-15 1987-02-24 Harald Phillip Athletic evaluation and training apparatus
US4695953A (en) 1983-08-25 1987-09-22 Blair Preston E TV animation interactively controlled by the viewer
US4702475A (en) 1985-08-16 1987-10-27 Innovating Training Products, Inc. Sports technique and reaction training system
US4711543A (en) 1986-04-14 1987-12-08 Blair Preston E TV animation interactively controlled by the viewer
US4751642A (en) 1986-08-29 1988-06-14 Silva John M Interactive sports simulation system with physiological sensing and psychological conditioning
US4796997A (en) 1986-05-27 1989-01-10 Synthetic Vision Systems, Inc. Method and system for high-speed, 3-D imaging of an object at a vision station
US4809065A (en) 1986-12-01 1989-02-28 Kabushiki Kaisha Toshiba Interactive system and related method for displaying data to produce a three-dimensional image of an object
US4817950A (en) 1987-05-08 1989-04-04 Goo Paul E Video game control unit and attitude sensor
US4843568A (en) 1986-04-11 1989-06-27 Krueger Myron W Real time perception of and response to the actions of an unencumbered participant/user
US4893183A (en) 1988-08-11 1990-01-09 Carnegie-Mellon University Robotic vision system
US4901362A (en) 1988-08-08 1990-02-13 Raytheon Company Method of recognizing patterns
US4925189A (en) 1989-01-13 1990-05-15 Braeunig Thomas F Body-mounted video game exercise device
US5101444A (en) 1990-05-18 1992-03-31 Panacea, Inc. Method and apparatus for high speed object location
US5148154A (en) 1990-12-04 1992-09-15 Sony Corporation Of America Multi-dimensional user interface
EP0520099A1 (en) * 1990-12-25 1992-12-30 Shukyohojin, Kongo Zen Sohonzan Shorinji Applied motion analysis and design
US5184295A (en) 1986-05-30 1993-02-02 Mann Ralph V System and method for teaching physical skills
WO1993010708A1 (en) 1991-12-03 1993-06-10 French Sportech Corporation Interactive video testing and training system
US5229756A (en) 1989-02-07 1993-07-20 Yamaha Corporation Image control apparatus
US5229754A (en) 1990-02-13 1993-07-20 Yazaki Corporation Automotive reflection type display apparatus
US5239463A (en) 1988-08-04 1993-08-24 Blair Preston E Method and apparatus for player interaction with animated characters and objects
US5239464A (en) 1988-08-04 1993-08-24 Blair Preston E Interactive video system providing repeated switching of multiple tracks of actions sequences
EP0583061A2 (en) 1992-07-10 1994-02-16 The Walt Disney Company Method and apparatus for providing enhanced graphics in a virtual world
US5288078A (en) 1988-10-14 1994-02-22 David G. Capper Control interface apparatus
US5295491A (en) 1991-09-26 1994-03-22 Sam Technology, Inc. Non-invasive human neurocognitive performance capability testing method and system
US5320538A (en) 1992-09-23 1994-06-14 Hughes Training, Inc. Interactive aircraft training system and method
US5347306A (en) 1993-12-17 1994-09-13 Mitsubishi Electric Research Laboratories, Inc. Animated electronic meeting place
US5385519A (en) 1994-04-19 1995-01-31 Hsu; Chi-Hsueh Running machine
US5405152A (en) 1993-06-08 1995-04-11 The Walt Disney Company Method and apparatus for an interactive video game with physical feedback
US5417210A (en) 1992-05-27 1995-05-23 International Business Machines Corporation System and method for augmentation of endoscopic surgery
US5423554A (en) 1993-09-24 1995-06-13 Metamedia Ventures, Inc. Virtual reality game method and apparatus
US5454043A (en) 1993-07-30 1995-09-26 Mitsubishi Electric Research Laboratories, Inc. Dynamic and static hand gesture recognition through low-level image analysis
US5469740A (en) 1989-07-14 1995-11-28 Impulse Technology, Inc. Interactive video testing and training system
JPH0844490A (en) 1994-07-28 1996-02-16 Matsushita Electric Ind Co Ltd Interface device
US5495576A (en) 1993-01-11 1996-02-27 Ritchey; Kurtis J. Panoramic image based virtual reality/telepresence audio-visual system and method
US5516105A (en) 1994-10-06 1996-05-14 Exergame, Inc. Acceleration activated joystick
US5524637A (en) 1994-06-29 1996-06-11 Erickson; Jon W. Interactive system for measuring physiological exertion
US5534917A (en) 1991-05-09 1996-07-09 Very Vivid, Inc. Video image based control system
US5563988A (en) 1994-08-01 1996-10-08 Massachusetts Institute Of Technology Method and system for facilitating wireless, full-body, real-time user interaction with a digitally represented visual environment
US5577981A (en) 1994-01-19 1996-11-26 Jarvik; Robert Virtual reality exercise machine and computer controlled video system
US5580249A (en) 1994-02-14 1996-12-03 Sarcos Group Apparatus for simulating mobility of a human
US5594469A (en) 1995-02-21 1997-01-14 Mitsubishi Electric Information Technology Center America Inc. Hand gesture machine control system
US5597309A (en) 1994-03-28 1997-01-28 Riess; Thomas Method and apparatus for treatment of gait problems associated with parkinson's disease
US5617312A (en) 1993-11-19 1997-04-01 Hitachi, Ltd. Computer system that enters control information by means of video camera
US5616078A (en) 1993-12-28 1997-04-01 Konami Co., Ltd. Motion-controlled video entertainment system
WO1997017598A1 (en) 1995-11-06 1997-05-15 Impulse Technology, Inc. System for continuous monitoring of physical activity during unrestricted movement
US5638300A (en) 1994-12-05 1997-06-10 Johnson; Lee E. Golf swing analysis system
US5641288A (en) 1996-01-11 1997-06-24 Zaenglein, Jr.; William G. Shooting simulating process and training device using a virtual reality display screen
US5682196A (en) 1995-06-22 1997-10-28 Actv, Inc. Three-dimensional (3D) video presentation system providing interactive 3D presentation with personalized audio responses for multiple viewers
US5682229A (en) 1995-04-14 1997-10-28 Schwartz Electro-Optics, Inc. Laser range camera
WO1997040471A1 (en) * 1996-04-04 1997-10-30 Katrix, Inc. Limb coordination system for interactive computer animation of articulated characters with blended motion data
US5690582A (en) 1993-02-02 1997-11-25 Tectrix Fitness Equipment, Inc. Interactive exercise apparatus
US5703367A (en) 1994-12-09 1997-12-30 Matsushita Electric Industrial Co., Ltd. Human occupancy detection method and system for implementing the same
US5704837A (en) 1993-03-26 1998-01-06 Namco Ltd. Video game steering system causing translation, rotation and curvilinear motion on the object
US5715834A (en) 1992-11-20 1998-02-10 Scuola Superiore Di Studi Universitari & Di Perfezionamento S. Anna Device for monitoring the configuration of a distal physiological unit for use, in particular, as an advanced interface for machine and computers
US5875108A (en) 1991-12-23 1999-02-23 Hoffberg; Steven M. Ergonomic man-machine interface incorporating adaptive pattern recognition based control system
US5877803A (en) 1997-04-07 1999-03-02 Tritech Mircoelectronics International, Ltd. 3-D image detector
US5909218A (en) * 1996-04-25 1999-06-01 Matsushita Electric Industrial Co., Ltd. Transmitter-receiver of three-dimensional skeleton structure motions and method thereof
US5913727A (en) 1995-06-02 1999-06-22 Ahdoot; Ned Interactive movement and contact simulation game
US5933125A (en) 1995-11-27 1999-08-03 Cae Electronics, Ltd. Method and apparatus for reducing instability in the display of a virtual environment
US5980256A (en) 1993-10-29 1999-11-09 Carmein; David E. E. Virtual reality system with enhanced sensory apparatus
US5989157A (en) 1996-08-06 1999-11-23 Walton; Charles A. Exercising system with electronic inertial game playing
WO1999044698A3 (en) 1998-03-03 1999-11-25 Arena Inc System and method for tracking and assessing movement skills in multidimensional space
US5995649A (en) 1996-09-20 1999-11-30 Nec Corporation Dual-input image processor for recognizing, isolating, and displaying specific objects from the input images
US6005548A (en) 1996-08-14 1999-12-21 Latypov; Nurakhmed Nurislamovich Method for tracking and displaying user's spatial position and orientation, a method for representing virtual reality for a user, and systems of embodiment of such methods
US6009210A (en) 1997-03-05 1999-12-28 Digital Equipment Corporation Hands-free interface to a virtual reality environment using head tracking
US6054991A (en) 1991-12-02 2000-04-25 Texas Instruments Incorporated Method of modeling player position and movement in a virtual reality system
US6066075A (en) 1995-07-26 2000-05-23 Poulton; Craig K. Direct feedback controller for user interaction
US6072494A (en) 1997-10-15 2000-06-06 Electric Planet, Inc. Method and apparatus for real-time gesture recognition
US6073489A (en) 1995-11-06 2000-06-13 French; Barry J. Testing and training system for assessing the ability of a player to complete a task
US6077201A (en) 1998-06-12 2000-06-20 Cheng; Chau-Yang Exercise bicycle
US6101289A (en) 1997-10-15 2000-08-08 Electric Planet, Inc. Method and apparatus for unencumbered capture of an object
US6100896A (en) 1997-03-24 2000-08-08 Mitsubishi Electric Information Technology Center America, Inc. System for designing graphical multi-participant environments
US6128003A (en) 1996-12-20 2000-10-03 Hitachi, Ltd. Hand gesture recognition system and method
US6130677A (en) 1997-10-15 2000-10-10 Electric Planet, Inc. Interactive computer vision system
US6141463A (en) 1997-10-10 2000-10-31 Electric Planet Interactive Method and system for estimating jointed-figure configurations
US6147678A (en) 1998-12-09 2000-11-14 Lucent Technologies Inc. Video hand image-three-dimensional computer interface with multiple degrees of freedom
US6152856A (en) 1996-05-08 2000-11-28 Real Vision Corporation Real time simulation using position sensing
US6159100A (en) 1998-04-23 2000-12-12 Smith; Michael D. Virtual reality game
US6173066B1 (en) 1996-05-21 2001-01-09 Cybernet Systems Corporation Pose determination and tracking by matching 3D objects to a 2D sensor
US6181343B1 (en) 1997-12-23 2001-01-30 Philips Electronics North America Corp. System and method for permitting three-dimensional navigation through a virtual reality environment using camera-based gesture inputs
US6188777B1 (en) 1997-08-01 2001-02-13 Interval Research Corporation Method and apparatus for personnel detection and tracking
US6215898B1 (en) 1997-04-15 2001-04-10 Interval Research Corporation Data processing system and method
US6215890B1 (en) 1997-09-26 2001-04-10 Matsushita Electric Industrial Co., Ltd. Hand gesture recognizing device
US6226396B1 (en) 1997-07-31 2001-05-01 Nec Corporation Object extraction method and system
US6229913B1 (en) 1995-06-07 2001-05-08 The Trustees Of Columbia University In The City Of New York Apparatus and methods for determining the three-dimensional shape of an object using active illumination and relative blurring in two-images due to defocus
US6256400B1 (en) 1998-09-28 2001-07-03 Matsushita Electric Industrial Co., Ltd. Method and device for segmenting hand gestures
US6283860B1 (en) 1995-11-07 2001-09-04 Philips Electronics North America Corp. Method, system, and program for gesture based option selection
US6289112B1 (en) 1997-08-22 2001-09-11 International Business Machines Corporation System and method for determining block direction in fingerprint images
US6299308B1 (en) 1999-04-02 2001-10-09 Cybernet Systems Corporation Low-cost non-imaging eye tracker system for computer control
US6308565B1 (en) 1995-11-06 2001-10-30 Impulse Technology Ltd. System and method for tracking and assessing movement skills in multidimensional space
US6316934B1 (en) 1998-09-17 2001-11-13 Netmor Ltd. System for three dimensional positioning and tracking
US6363160B1 (en) 1999-01-22 2002-03-26 Intel Corporation Interface using pattern recognition and tracking
US6384819B1 (en) 1997-10-15 2002-05-07 Electric Planet, Inc. System and method for generating an animatable character
US6411744B1 (en) 1997-10-15 2002-06-25 Electric Planet, Inc. Method and apparatus for performing a clean background subtraction
US6430997B1 (en) 1995-11-06 2002-08-13 Trazer Technologies, Inc. System and method for tracking and assessing movement skills in multidimensional space
US6476834B1 (en) 1999-05-28 2002-11-05 International Business Machines Corporation Dynamic creation of selectable items on surfaces
US6496598B1 (en) 1997-09-02 2002-12-17 Dynamic Digital Depth Research Pty. Ltd. Image processing method and apparatus
US6503195B1 (en) 1999-05-24 2003-01-07 University Of North Carolina At Chapel Hill Methods and systems for real-time structured light depth extraction and endoscope using real-time structured light depth extraction
US6539931B2 (en) 2001-04-16 2003-04-01 Koninklijke Philips Electronics N.V. Ball throwing assistant
US6570555B1 (en) 1998-12-30 2003-05-27 Fuji Xerox Co., Ltd. Method and apparatus for embodied conversational characters with multimodal input/output in an interface device
US6633294B1 (en) 2000-03-09 2003-10-14 Seth Rosenthal Method and apparatus for using captured high density motion for animation
US6640202B1 (en) 2000-05-25 2003-10-28 International Business Machines Corporation Elastic sensor mesh system for 3-dimensional measurement, mapping and kinematics applications
US6661918B1 (en) 1998-12-04 2003-12-09 Interval Research Corporation Background estimation and segmentation based on range and color
US6674877B1 (en) 2000-02-03 2004-01-06 Microsoft Corporation System and method for visually tracking occluded objects in real time
US6681031B2 (en) 1998-08-10 2004-01-20 Cybernet Systems Corporation Gesture-controlled interfaces for self-service machines and other applications
US6714665B1 (en) 1994-09-02 2004-03-30 Sarnoff Corporation Fully automated iris recognition system utilizing wide and narrow fields of view
US6731799B1 (en) 2000-06-01 2004-05-04 University Of Washington Object segmentation with background extraction and moving boundary techniques
US20040091153A1 (en) 2002-11-08 2004-05-13 Minolta Co., Ltd. Method for detecting object formed of regions from image
US6738066B1 (en) 1999-07-30 2004-05-18 Electric Plant, Inc. System, method and article of manufacture for detecting collisions between video images generated by a camera and an object depicted on a display
WO2004045725A1 (en) * 2002-11-20 2004-06-03 John Hansen Ryall Instruction method using virtual apparatus
US6788809B1 (en) 2000-06-30 2004-09-07 Intel Corporation System and method for gesture recognition in three dimensions using stereo imaging and color vision
US6801637B2 (en) 1999-08-10 2004-10-05 Cybernet Systems Corporation Optical body tracker
US6873723B1 (en) 1999-06-30 2005-03-29 Intel Corporation Segmenting three-dimensional video images using stereo
US6937742B2 (en) 2001-09-28 2005-08-30 Bellsouth Intellectual Property Corporation Gesture activated home appliance
US6950534B2 (en) 1998-08-10 2005-09-27 Cybernet Systems Corporation Gesture-controlled interfaces for self-service machines and other applications
US7003134B1 (en) 1999-03-08 2006-02-21 Vulcan Patents Llc Three dimensional object pose estimation which employs dense depth information
US7036094B1 (en) 1998-08-10 2006-04-25 Cybernet Systems Corporation Behavior recognition system
US7039676B1 (en) 2000-10-31 2006-05-02 International Business Machines Corporation Using video image analysis to automatically transmit gestures over a network in a chat or instant messaging session
US7042440B2 (en) 1997-08-22 2006-05-09 Pryor Timothy R Man machine interfaces and applications
US7050606B2 (en) 1999-08-10 2006-05-23 Cybernet Systems Corporation Tracking and gesture recognition system particularly suited to vehicular control applications
US7058204B2 (en) 2000-10-03 2006-06-06 Gesturetek, Inc. Multiple camera control system
US7060957B2 (en) 2000-04-28 2006-06-13 Csem Centre Suisse D'electronique Et Microtechinique Sa Device and method for spatially resolved photodetection and demodulation of modulated electromagnetic waves
US7113918B1 (en) 1999-08-01 2006-09-26 Electric Planet, Inc. Method for video enabled electronic commerce
US7121946B2 (en) 1998-08-10 2006-10-17 Cybernet Systems Corporation Real-time head tracking system for computer games and other applications
US20060274947A1 (en) 2005-03-17 2006-12-07 Kikuo Fujimura Pose estimation based on critical point analysis
US7170492B2 (en) 2002-05-28 2007-01-30 Reactrix Systems, Inc. Interactive video display system
US7202898B1 (en) 1998-12-16 2007-04-10 3Dv Systems Ltd. Self gating photosurface
US7222078B2 (en) 1992-08-06 2007-05-22 Ferrara Ethereal Llc Methods and systems for gathering information from units of a commodity across a network
US7227526B2 (en) 2000-07-24 2007-06-05 Gesturetek, Inc. Video-based image control system
US7259747B2 (en) 2001-06-05 2007-08-21 Reactrix Systems, Inc. Interactive video display system
US7308112B2 (en) 2004-05-14 2007-12-11 Honda Motor Co., Ltd. Sign based human-machine interaction
US20080026838A1 (en) 2005-08-22 2008-01-31 Dunstan James E Multi-player non-role-playing virtual world games: method for two-way interaction between participants and multi-player virtual world games
US7348963B2 (en) 2002-05-28 2008-03-25 Reactrix Systems, Inc. Interactive video display system
US7367887B2 (en) 2000-02-18 2008-05-06 Namco Bandai Games Inc. Game apparatus, storage medium, and computer program that adjust level of game difficulty
US7379563B2 (en) 2004-04-15 2008-05-27 Gesturetek, Inc. Tracking bimanual movements
US7379566B2 (en) 2005-01-07 2008-05-27 Gesturetek, Inc. Optical flow based tilt sensor
US7386150B2 (en) 2004-11-12 2008-06-10 Safeview, Inc. Active subject imaging with body identification
US7389591B2 (en) 2005-05-17 2008-06-24 Gesturetek, Inc. Orientation-sensitive signal output
US20080152191A1 (en) * 2006-12-21 2008-06-26 Honda Motor Co., Ltd. Human Pose Estimation and Tracking Using Label Assignment
US7412077B2 (en) 2006-12-29 2008-08-12 Motorola, Inc. Apparatus and methods for head pose estimation and head gesture detection
CN101246602A (en) 2008-02-04 2008-08-20 东华大学 Human body posture reconstruction method based on geometry backbone
US20080212836A1 (en) * 2003-05-29 2008-09-04 Kikuo Fujimura Visual Tracking Using Depth Data
US7430312B2 (en) 2005-01-07 2008-09-30 Gesturetek, Inc. Creating 3D images of objects by illuminating with infrared patterns
US7436496B2 (en) 2003-02-03 2008-10-14 National University Corporation Shizuoka University Distance image sensor
US7450736B2 (en) 2005-10-28 2008-11-11 Honda Motor Co., Ltd. Monocular tracking of 3D human motion with a coordinated mixture of factor analyzers
US7452275B2 (en) 2001-06-29 2008-11-18 Konami Digital Entertainment Co., Ltd. Game device, game controlling method and program
US7489812B2 (en) 2002-06-07 2009-02-10 Dynamic Digital Depth Research Pty Ltd. Conversion and encoding techniques
US20090077504A1 (en) * 2007-09-14 2009-03-19 Matthew Bell Processing of Gesture-Based User Interactions
US20090110292A1 (en) * 2007-10-26 2009-04-30 Honda Motor Co., Ltd. Hand Sign Recognition Using Label Assignment
US20090116692A1 (en) * 1998-08-10 2009-05-07 Paul George V Realtime object tracking system
US7536032B2 (en) 2003-10-24 2009-05-19 Reactrix Systems, Inc. Method and system for processing captured image information in an interactive video display system
CN201254344Y (en) 2008-08-20 2009-06-10 中国农业科学院草原研究所 Plant specimens and seed storage
US7560701B2 (en) 2005-08-12 2009-07-14 Mesa Imaging Ag Highly sensitive, fast pixel for use in an image sensor
US7574020B2 (en) 2005-01-07 2009-08-11 Gesturetek, Inc. Detecting and tracking objects in images
US7576727B2 (en) 2002-12-13 2009-08-18 Matthew Bell Interactive directed light/sound system
US7593552B2 (en) 2003-03-31 2009-09-22 Honda Motor Co., Ltd. Gesture recognition apparatus, gesture recognition method, and gesture recognition program
US7598942B2 (en) 2005-02-08 2009-10-06 Oblong Industries, Inc. System and method for gesture based control system
US7607509B2 (en) 2002-04-19 2009-10-27 Iee International Electronics & Engineering S.A. Safety device for a vehicle
US7620202B2 (en) 2003-06-12 2009-11-17 Honda Motor Co., Ltd. Target orientation estimation using depth sensing
US20100034457A1 (en) * 2006-05-11 2010-02-11 Tamir Berliner Modeling of humanoid forms from depth maps
JP4422695B2 (en) 2006-04-17 2010-02-24 株式会社ソニー・コンピュータエンタテインメント Image display system, recording medium, and program
US7683954B2 (en) 2006-09-29 2010-03-23 Brainvision Inc. Solid-state image sensor
US7701439B2 (en) 2006-07-13 2010-04-20 Northrop Grumman Corporation Gesture recognition simulation system and method
US7702130B2 (en) 2004-12-20 2010-04-20 Electronics And Telecommunications Research Institute User interface apparatus using hand gesture recognition and method thereof
US7704135B2 (en) 2004-08-23 2010-04-27 Harrison Jr Shelton E Integrated game system, method, and device
US7710391B2 (en) 2002-05-28 2010-05-04 Matthew Bell Processing an image utilizing a spatially varying pattern
US7729530B2 (en) 2007-03-03 2010-06-01 Sergey Antonov Method and apparatus for 3-D data input to a personal computer with a multimedia oriented operating system
US7852262B2 (en) 2007-08-16 2010-12-14 Cybernet Systems Corporation Wireless mobile indoor/outdoor tracking system
US20110077065A1 (en) * 2009-09-29 2011-03-31 Rudell Design, Llc Game set with wirelessly coupled game units
US20110158546A1 (en) * 2009-12-25 2011-06-30 Primax Electronics Ltd. System and method for generating control instruction by using image pickup device to recognize users posture
US8035612B2 (en) 2002-05-28 2011-10-11 Intellectual Ventures Holding 67 Llc Self-contained interactive video display system
US8072470B2 (en) 2003-05-29 2011-12-06 Sony Computer Entertainment Inc. System and method for providing a real-time three-dimensional interactive environment
US20120155705A1 (en) * 2010-12-21 2012-06-21 Microsoft Corporation First person shooter control with virtual skeleton
US20120157198A1 (en) * 2010-12-21 2012-06-21 Microsoft Corporation Driving simulator control with virtual skeleton
US20130069867A1 (en) * 2010-06-01 2013-03-21 Sayaka Watanabe Information processing apparatus and method and program
US20130104089A1 (en) * 2011-10-20 2013-04-25 Fuji Xerox Co., Ltd. Gesture-based methods for interacting with instant messaging and event-based communication applications
US20130257720A1 (en) * 2012-03-27 2013-10-03 Sony Corporation Information input apparatus, information input method, and computer program
US20130300662A1 (en) * 2012-05-09 2013-11-14 Hung-Ta LIU Control system with gesture-based input method
US8740702B2 (en) * 2011-05-31 2014-06-03 Microsoft Corporation Action trigger gesturing
US8994718B2 (en) * 2010-12-21 2015-03-31 Microsoft Technology Licensing, Llc Skeletal control of three-dimensional virtual world
US20150355717A1 (en) * 2014-06-06 2015-12-10 Microsoft Corporation Switching input rails without a release command in a natural user interface

Patent Citations (209)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4695953A (en) 1983-08-25 1987-09-22 Blair Preston E TV animation interactively controlled by the viewer
US4630910A (en) 1984-02-16 1986-12-23 Robotic Vision Systems, Inc. Method of measuring in three-dimensions at high speed
US4627620A (en) 1984-12-26 1986-12-09 Yang John P Electronic athlete trainer for improving skills in reflex, speed and accuracy
US4645458A (en) 1985-04-15 1987-02-24 Harald Phillip Athletic evaluation and training apparatus
US4702475A (en) 1985-08-16 1987-10-27 Innovating Training Products, Inc. Sports technique and reaction training system
US4843568A (en) 1986-04-11 1989-06-27 Krueger Myron W Real time perception of and response to the actions of an unencumbered participant/user
US4711543A (en) 1986-04-14 1987-12-08 Blair Preston E TV animation interactively controlled by the viewer
US4796997A (en) 1986-05-27 1989-01-10 Synthetic Vision Systems, Inc. Method and system for high-speed, 3-D imaging of an object at a vision station
US5184295A (en) 1986-05-30 1993-02-02 Mann Ralph V System and method for teaching physical skills
US4751642A (en) 1986-08-29 1988-06-14 Silva John M Interactive sports simulation system with physiological sensing and psychological conditioning
US4809065A (en) 1986-12-01 1989-02-28 Kabushiki Kaisha Toshiba Interactive system and related method for displaying data to produce a three-dimensional image of an object
US4817950A (en) 1987-05-08 1989-04-04 Goo Paul E Video game control unit and attitude sensor
US5239463A (en) 1988-08-04 1993-08-24 Blair Preston E Method and apparatus for player interaction with animated characters and objects
US5239464A (en) 1988-08-04 1993-08-24 Blair Preston E Interactive video system providing repeated switching of multiple tracks of actions sequences
US4901362A (en) 1988-08-08 1990-02-13 Raytheon Company Method of recognizing patterns
US4893183A (en) 1988-08-11 1990-01-09 Carnegie-Mellon University Robotic vision system
US5288078A (en) 1988-10-14 1994-02-22 David G. Capper Control interface apparatus
US4925189A (en) 1989-01-13 1990-05-15 Braeunig Thomas F Body-mounted video game exercise device
US5229756A (en) 1989-02-07 1993-07-20 Yamaha Corporation Image control apparatus
US5469740A (en) 1989-07-14 1995-11-28 Impulse Technology, Inc. Interactive video testing and training system
US5229754A (en) 1990-02-13 1993-07-20 Yazaki Corporation Automotive reflection type display apparatus
US5101444A (en) 1990-05-18 1992-03-31 Panacea, Inc. Method and apparatus for high speed object location
US5148154A (en) 1990-12-04 1992-09-15 Sony Corporation Of America Multi-dimensional user interface
EP0520099A1 (en) * 1990-12-25 1992-12-30 Shukyohojin, Kongo Zen Sohonzan Shorinji Applied motion analysis and design
US5534917A (en) 1991-05-09 1996-07-09 Very Vivid, Inc. Video image based control system
US5295491A (en) 1991-09-26 1994-03-22 Sam Technology, Inc. Non-invasive human neurocognitive performance capability testing method and system
US6054991A (en) 1991-12-02 2000-04-25 Texas Instruments Incorporated Method of modeling player position and movement in a virtual reality system
WO1993010708A1 (en) 1991-12-03 1993-06-10 French Sportech Corporation Interactive video testing and training system
US5875108A (en) 1991-12-23 1999-02-23 Hoffberg; Steven M. Ergonomic man-machine interface incorporating adaptive pattern recognition based control system
US5417210A (en) 1992-05-27 1995-05-23 International Business Machines Corporation System and method for augmentation of endoscopic surgery
EP0583061A2 (en) 1992-07-10 1994-02-16 The Walt Disney Company Method and apparatus for providing enhanced graphics in a virtual world
US7222078B2 (en) 1992-08-06 2007-05-22 Ferrara Ethereal Llc Methods and systems for gathering information from units of a commodity across a network
US5320538A (en) 1992-09-23 1994-06-14 Hughes Training, Inc. Interactive aircraft training system and method
US5715834A (en) 1992-11-20 1998-02-10 Scuola Superiore Di Studi Universitari & Di Perfezionamento S. Anna Device for monitoring the configuration of a distal physiological unit for use, in particular, as an advanced interface for machine and computers
US5495576A (en) 1993-01-11 1996-02-27 Ritchey; Kurtis J. Panoramic image based virtual reality/telepresence audio-visual system and method
US5690582A (en) 1993-02-02 1997-11-25 Tectrix Fitness Equipment, Inc. Interactive exercise apparatus
US5704837A (en) 1993-03-26 1998-01-06 Namco Ltd. Video game steering system causing translation, rotation and curvilinear motion on the object
US5405152A (en) 1993-06-08 1995-04-11 The Walt Disney Company Method and apparatus for an interactive video game with physical feedback
US5454043A (en) 1993-07-30 1995-09-26 Mitsubishi Electric Research Laboratories, Inc. Dynamic and static hand gesture recognition through low-level image analysis
US5423554A (en) 1993-09-24 1995-06-13 Metamedia Ventures, Inc. Virtual reality game method and apparatus
US5980256A (en) 1993-10-29 1999-11-09 Carmein; David E. E. Virtual reality system with enhanced sensory apparatus
US5617312A (en) 1993-11-19 1997-04-01 Hitachi, Ltd. Computer system that enters control information by means of video camera
US5347306A (en) 1993-12-17 1994-09-13 Mitsubishi Electric Research Laboratories, Inc. Animated electronic meeting place
US5616078A (en) 1993-12-28 1997-04-01 Konami Co., Ltd. Motion-controlled video entertainment system
US5577981A (en) 1994-01-19 1996-11-26 Jarvik; Robert Virtual reality exercise machine and computer controlled video system
US5580249A (en) 1994-02-14 1996-12-03 Sarcos Group Apparatus for simulating mobility of a human
US5597309A (en) 1994-03-28 1997-01-28 Riess; Thomas Method and apparatus for treatment of gait problems associated with parkinson's disease
US5385519A (en) 1994-04-19 1995-01-31 Hsu; Chi-Hsueh Running machine
US5524637A (en) 1994-06-29 1996-06-11 Erickson; Jon W. Interactive system for measuring physiological exertion
JPH0844490A (en) 1994-07-28 1996-02-16 Matsushita Electric Ind Co Ltd Interface device
US5563988A (en) 1994-08-01 1996-10-08 Massachusetts Institute Of Technology Method and system for facilitating wireless, full-body, real-time user interaction with a digitally represented visual environment
US6714665B1 (en) 1994-09-02 2004-03-30 Sarnoff Corporation Fully automated iris recognition system utilizing wide and narrow fields of view
US5516105A (en) 1994-10-06 1996-05-14 Exergame, Inc. Acceleration activated joystick
US5638300A (en) 1994-12-05 1997-06-10 Johnson; Lee E. Golf swing analysis system
US5703367A (en) 1994-12-09 1997-12-30 Matsushita Electric Industrial Co., Ltd. Human occupancy detection method and system for implementing the same
US5594469A (en) 1995-02-21 1997-01-14 Mitsubishi Electric Information Technology Center America Inc. Hand gesture machine control system
US5682229A (en) 1995-04-14 1997-10-28 Schwartz Electro-Optics, Inc. Laser range camera
US5913727A (en) 1995-06-02 1999-06-22 Ahdoot; Ned Interactive movement and contact simulation game
US6229913B1 (en) 1995-06-07 2001-05-08 The Trustees Of Columbia University In The City Of New York Apparatus and methods for determining the three-dimensional shape of an object using active illumination and relative blurring in two-images due to defocus
US5682196A (en) 1995-06-22 1997-10-28 Actv, Inc. Three-dimensional (3D) video presentation system providing interactive 3D presentation with personalized audio responses for multiple viewers
US6066075A (en) 1995-07-26 2000-05-23 Poulton; Craig K. Direct feedback controller for user interaction
US7038855B2 (en) 1995-11-06 2006-05-02 Impulse Technology Ltd. System and method for tracking and assessing movement skills in multidimensional space
US6308565B1 (en) 1995-11-06 2001-10-30 Impulse Technology Ltd. System and method for tracking and assessing movement skills in multidimensional space
US7359121B2 (en) 1995-11-06 2008-04-15 Impulse Technology Ltd. System and method for tracking and assessing movement skills in multidimensional space
US6430997B1 (en) 1995-11-06 2002-08-13 Trazer Technologies, Inc. System and method for tracking and assessing movement skills in multidimensional space
US6876496B2 (en) 1995-11-06 2005-04-05 Impulse Technology Ltd. System and method for tracking and assessing movement skills in multidimensional space
US6765726B2 (en) 1995-11-06 2004-07-20 Impluse Technology Ltd. System and method for tracking and assessing movement skills in multidimensional space
US6098458A (en) 1995-11-06 2000-08-08 Impulse Technology, Ltd. Testing and training system for assessing movement and agility skills without a confining field
US6073489A (en) 1995-11-06 2000-06-13 French; Barry J. Testing and training system for assessing the ability of a player to complete a task
WO1997017598A1 (en) 1995-11-06 1997-05-15 Impulse Technology, Inc. System for continuous monitoring of physical activity during unrestricted movement
US6283860B1 (en) 1995-11-07 2001-09-04 Philips Electronics North America Corp. Method, system, and program for gesture based option selection
US5933125A (en) 1995-11-27 1999-08-03 Cae Electronics, Ltd. Method and apparatus for reducing instability in the display of a virtual environment
US5641288A (en) 1996-01-11 1997-06-24 Zaenglein, Jr.; William G. Shooting simulating process and training device using a virtual reality display screen
WO1997040471A1 (en) * 1996-04-04 1997-10-30 Katrix, Inc. Limb coordination system for interactive computer animation of articulated characters with blended motion data
US5909218A (en) * 1996-04-25 1999-06-01 Matsushita Electric Industrial Co., Ltd. Transmitter-receiver of three-dimensional skeleton structure motions and method thereof
US6152856A (en) 1996-05-08 2000-11-28 Real Vision Corporation Real time simulation using position sensing
US6173066B1 (en) 1996-05-21 2001-01-09 Cybernet Systems Corporation Pose determination and tracking by matching 3D objects to a 2D sensor
US5989157A (en) 1996-08-06 1999-11-23 Walton; Charles A. Exercising system with electronic inertial game playing
US6005548A (en) 1996-08-14 1999-12-21 Latypov; Nurakhmed Nurislamovich Method for tracking and displaying user's spatial position and orientation, a method for representing virtual reality for a user, and systems of embodiment of such methods
US5995649A (en) 1996-09-20 1999-11-30 Nec Corporation Dual-input image processor for recognizing, isolating, and displaying specific objects from the input images
US6128003A (en) 1996-12-20 2000-10-03 Hitachi, Ltd. Hand gesture recognition system and method
US6009210A (en) 1997-03-05 1999-12-28 Digital Equipment Corporation Hands-free interface to a virtual reality environment using head tracking
US6100896A (en) 1997-03-24 2000-08-08 Mitsubishi Electric Information Technology Center America, Inc. System for designing graphical multi-participant environments
US5877803A (en) 1997-04-07 1999-03-02 Tritech Mircoelectronics International, Ltd. 3-D image detector
US6215898B1 (en) 1997-04-15 2001-04-10 Interval Research Corporation Data processing system and method
US6226396B1 (en) 1997-07-31 2001-05-01 Nec Corporation Object extraction method and system
US6188777B1 (en) 1997-08-01 2001-02-13 Interval Research Corporation Method and apparatus for personnel detection and tracking
US7042440B2 (en) 1997-08-22 2006-05-09 Pryor Timothy R Man machine interfaces and applications
US6289112B1 (en) 1997-08-22 2001-09-11 International Business Machines Corporation System and method for determining block direction in fingerprint images
US6496598B1 (en) 1997-09-02 2002-12-17 Dynamic Digital Depth Research Pty. Ltd. Image processing method and apparatus
US6215890B1 (en) 1997-09-26 2001-04-10 Matsushita Electric Industrial Co., Ltd. Hand gesture recognizing device
US6141463A (en) 1997-10-10 2000-10-31 Electric Planet Interactive Method and system for estimating jointed-figure configurations
US6072494A (en) 1997-10-15 2000-06-06 Electric Planet, Inc. Method and apparatus for real-time gesture recognition
US6130677A (en) 1997-10-15 2000-10-10 Electric Planet, Inc. Interactive computer vision system
US6256033B1 (en) 1997-10-15 2001-07-03 Electric Planet Method and apparatus for real-time gesture recognition
US6384819B1 (en) 1997-10-15 2002-05-07 Electric Planet, Inc. System and method for generating an animatable character
US6411744B1 (en) 1997-10-15 2002-06-25 Electric Planet, Inc. Method and apparatus for performing a clean background subtraction
US6101289A (en) 1997-10-15 2000-08-08 Electric Planet, Inc. Method and apparatus for unencumbered capture of an object
US7184048B2 (en) 1997-10-15 2007-02-27 Electric Planet, Inc. System and method for generating an animatable character
USRE42256E1 (en) 1997-10-15 2011-03-29 Elet Systems L.L.C. Method and apparatus for performing a clean background subtraction
US7746345B2 (en) 1997-10-15 2010-06-29 Hunter Kevin L System and method for generating an animatable character
US6181343B1 (en) 1997-12-23 2001-01-30 Philips Electronics North America Corp. System and method for permitting three-dimensional navigation through a virtual reality environment using camera-based gesture inputs
WO1999044698A3 (en) 1998-03-03 1999-11-25 Arena Inc System and method for tracking and assessing movement skills in multidimensional space
US6159100A (en) 1998-04-23 2000-12-12 Smith; Michael D. Virtual reality game
US6077201A (en) 1998-06-12 2000-06-20 Cheng; Chau-Yang Exercise bicycle
US7460690B2 (en) 1998-08-10 2008-12-02 Cybernet Systems Corporation Gesture-controlled interfaces for self-service machines and other applications
US6681031B2 (en) 1998-08-10 2004-01-20 Cybernet Systems Corporation Gesture-controlled interfaces for self-service machines and other applications
US7121946B2 (en) 1998-08-10 2006-10-17 Cybernet Systems Corporation Real-time head tracking system for computer games and other applications
US7036094B1 (en) 1998-08-10 2006-04-25 Cybernet Systems Corporation Behavior recognition system
US7684592B2 (en) 1998-08-10 2010-03-23 Cybernet Systems Corporation Realtime object tracking system
US7668340B2 (en) 1998-08-10 2010-02-23 Cybernet Systems Corporation Gesture-controlled interfaces for self-service machines and other applications
US6950534B2 (en) 1998-08-10 2005-09-27 Cybernet Systems Corporation Gesture-controlled interfaces for self-service machines and other applications
US20090116692A1 (en) * 1998-08-10 2009-05-07 Paul George V Realtime object tracking system
US6316934B1 (en) 1998-09-17 2001-11-13 Netmor Ltd. System for three dimensional positioning and tracking
US6256400B1 (en) 1998-09-28 2001-07-03 Matsushita Electric Industrial Co., Ltd. Method and device for segmenting hand gestures
US6661918B1 (en) 1998-12-04 2003-12-09 Interval Research Corporation Background estimation and segmentation based on range and color
US6147678A (en) 1998-12-09 2000-11-14 Lucent Technologies Inc. Video hand image-three-dimensional computer interface with multiple degrees of freedom
US7202898B1 (en) 1998-12-16 2007-04-10 3Dv Systems Ltd. Self gating photosurface
US6570555B1 (en) 1998-12-30 2003-05-27 Fuji Xerox Co., Ltd. Method and apparatus for embodied conversational characters with multimodal input/output in an interface device
US6363160B1 (en) 1999-01-22 2002-03-26 Intel Corporation Interface using pattern recognition and tracking
US7003134B1 (en) 1999-03-08 2006-02-21 Vulcan Patents Llc Three dimensional object pose estimation which employs dense depth information
US6299308B1 (en) 1999-04-02 2001-10-09 Cybernet Systems Corporation Low-cost non-imaging eye tracker system for computer control
US6503195B1 (en) 1999-05-24 2003-01-07 University Of North Carolina At Chapel Hill Methods and systems for real-time structured light depth extraction and endoscope using real-time structured light depth extraction
US6476834B1 (en) 1999-05-28 2002-11-05 International Business Machines Corporation Dynamic creation of selectable items on surfaces
US6873723B1 (en) 1999-06-30 2005-03-29 Intel Corporation Segmenting three-dimensional video images using stereo
US6738066B1 (en) 1999-07-30 2004-05-18 Electric Plant, Inc. System, method and article of manufacture for detecting collisions between video images generated by a camera and an object depicted on a display
US7113918B1 (en) 1999-08-01 2006-09-26 Electric Planet, Inc. Method for video enabled electronic commerce
US7760182B2 (en) 1999-08-01 2010-07-20 Subutai Ahmad Method for video enabled electronic commerce
US7050606B2 (en) 1999-08-10 2006-05-23 Cybernet Systems Corporation Tracking and gesture recognition system particularly suited to vehicular control applications
US6801637B2 (en) 1999-08-10 2004-10-05 Cybernet Systems Corporation Optical body tracker
US6674877B1 (en) 2000-02-03 2004-01-06 Microsoft Corporation System and method for visually tracking occluded objects in real time
US7367887B2 (en) 2000-02-18 2008-05-06 Namco Bandai Games Inc. Game apparatus, storage medium, and computer program that adjust level of game difficulty
US6633294B1 (en) 2000-03-09 2003-10-14 Seth Rosenthal Method and apparatus for using captured high density motion for animation
US7060957B2 (en) 2000-04-28 2006-06-13 Csem Centre Suisse D'electronique Et Microtechinique Sa Device and method for spatially resolved photodetection and demodulation of modulated electromagnetic waves
US6640202B1 (en) 2000-05-25 2003-10-28 International Business Machines Corporation Elastic sensor mesh system for 3-dimensional measurement, mapping and kinematics applications
US6731799B1 (en) 2000-06-01 2004-05-04 University Of Washington Object segmentation with background extraction and moving boundary techniques
US6788809B1 (en) 2000-06-30 2004-09-07 Intel Corporation System and method for gesture recognition in three dimensions using stereo imaging and color vision
US7227526B2 (en) 2000-07-24 2007-06-05 Gesturetek, Inc. Video-based image control system
US7898522B2 (en) 2000-07-24 2011-03-01 Gesturetek, Inc. Video-based image control system
US7555142B2 (en) 2000-10-03 2009-06-30 Gesturetek, Inc. Multiple camera control system
US7421093B2 (en) 2000-10-03 2008-09-02 Gesturetek, Inc. Multiple camera control system
US7058204B2 (en) 2000-10-03 2006-06-06 Gesturetek, Inc. Multiple camera control system
US7039676B1 (en) 2000-10-31 2006-05-02 International Business Machines Corporation Using video image analysis to automatically transmit gestures over a network in a chat or instant messaging session
US6539931B2 (en) 2001-04-16 2003-04-01 Koninklijke Philips Electronics N.V. Ball throwing assistant
US7834846B1 (en) 2001-06-05 2010-11-16 Matthew Bell Interactive video display system
US7259747B2 (en) 2001-06-05 2007-08-21 Reactrix Systems, Inc. Interactive video display system
US7452275B2 (en) 2001-06-29 2008-11-18 Konami Digital Entertainment Co., Ltd. Game device, game controlling method and program
US7680298B2 (en) 2001-09-28 2010-03-16 At&T Intellectual Property I, L. P. Methods, systems, and products for gesture-activated appliances
US6937742B2 (en) 2001-09-28 2005-08-30 Bellsouth Intellectual Property Corporation Gesture activated home appliance
US7607509B2 (en) 2002-04-19 2009-10-27 Iee International Electronics & Engineering S.A. Safety device for a vehicle
US7710391B2 (en) 2002-05-28 2010-05-04 Matthew Bell Processing an image utilizing a spatially varying pattern
US7348963B2 (en) 2002-05-28 2008-03-25 Reactrix Systems, Inc. Interactive video display system
US7170492B2 (en) 2002-05-28 2007-01-30 Reactrix Systems, Inc. Interactive video display system
US8035624B2 (en) 2002-05-28 2011-10-11 Intellectual Ventures Holding 67 Llc Computer vision based touch screen
US8035612B2 (en) 2002-05-28 2011-10-11 Intellectual Ventures Holding 67 Llc Self-contained interactive video display system
US8035614B2 (en) 2002-05-28 2011-10-11 Intellectual Ventures Holding 67 Llc Interactive video window
US7489812B2 (en) 2002-06-07 2009-02-10 Dynamic Digital Depth Research Pty Ltd. Conversion and encoding techniques
US20040091153A1 (en) 2002-11-08 2004-05-13 Minolta Co., Ltd. Method for detecting object formed of regions from image
WO2004045725A1 (en) * 2002-11-20 2004-06-03 John Hansen Ryall Instruction method using virtual apparatus
US7576727B2 (en) 2002-12-13 2009-08-18 Matthew Bell Interactive directed light/sound system
US7436496B2 (en) 2003-02-03 2008-10-14 National University Corporation Shizuoka University Distance image sensor
US7593552B2 (en) 2003-03-31 2009-09-22 Honda Motor Co., Ltd. Gesture recognition apparatus, gesture recognition method, and gesture recognition program
US8072470B2 (en) 2003-05-29 2011-12-06 Sony Computer Entertainment Inc. System and method for providing a real-time three-dimensional interactive environment
US7590262B2 (en) 2003-05-29 2009-09-15 Honda Motor Co., Ltd. Visual tracking using depth data
US20080212836A1 (en) * 2003-05-29 2008-09-04 Kikuo Fujimura Visual Tracking Using Depth Data
US7620202B2 (en) 2003-06-12 2009-11-17 Honda Motor Co., Ltd. Target orientation estimation using depth sensing
US7536032B2 (en) 2003-10-24 2009-05-19 Reactrix Systems, Inc. Method and system for processing captured image information in an interactive video display system
US7809167B2 (en) 2003-10-24 2010-10-05 Matthew Bell Method and system for processing captured image information in an interactive video display system
US7379563B2 (en) 2004-04-15 2008-05-27 Gesturetek, Inc. Tracking bimanual movements
US7308112B2 (en) 2004-05-14 2007-12-11 Honda Motor Co., Ltd. Sign based human-machine interaction
US7704135B2 (en) 2004-08-23 2010-04-27 Harrison Jr Shelton E Integrated game system, method, and device
US7386150B2 (en) 2004-11-12 2008-06-10 Safeview, Inc. Active subject imaging with body identification
US7702130B2 (en) 2004-12-20 2010-04-20 Electronics And Telecommunications Research Institute User interface apparatus using hand gesture recognition and method thereof
US7570805B2 (en) 2005-01-07 2009-08-04 Gesturetek, Inc. Creating 3D images of objects by illuminating with infrared patterns
US7430312B2 (en) 2005-01-07 2008-09-30 Gesturetek, Inc. Creating 3D images of objects by illuminating with infrared patterns
US7379566B2 (en) 2005-01-07 2008-05-27 Gesturetek, Inc. Optical flow based tilt sensor
US7574020B2 (en) 2005-01-07 2009-08-11 Gesturetek, Inc. Detecting and tracking objects in images
US7598942B2 (en) 2005-02-08 2009-10-06 Oblong Industries, Inc. System and method for gesture based control system
US7317836B2 (en) 2005-03-17 2008-01-08 Honda Motor Co., Ltd. Pose estimation based on critical point analysis
US20060274947A1 (en) 2005-03-17 2006-12-07 Kikuo Fujimura Pose estimation based on critical point analysis
US7389591B2 (en) 2005-05-17 2008-06-24 Gesturetek, Inc. Orientation-sensitive signal output
US7560701B2 (en) 2005-08-12 2009-07-14 Mesa Imaging Ag Highly sensitive, fast pixel for use in an image sensor
US20080026838A1 (en) 2005-08-22 2008-01-31 Dunstan James E Multi-player non-role-playing virtual world games: method for two-way interaction between participants and multi-player virtual world games
US7450736B2 (en) 2005-10-28 2008-11-11 Honda Motor Co., Ltd. Monocular tracking of 3D human motion with a coordinated mixture of factor analyzers
JP4422695B2 (en) 2006-04-17 2010-02-24 株式会社ソニー・コンピュータエンタテインメント Image display system, recording medium, and program
CN101657825A (en) 2006-05-11 2010-02-24 普莱姆传感有限公司 Modeling of humanoid forms from depth maps
US20100034457A1 (en) * 2006-05-11 2010-02-11 Tamir Berliner Modeling of humanoid forms from depth maps
US7701439B2 (en) 2006-07-13 2010-04-20 Northrop Grumman Corporation Gesture recognition simulation system and method
US7683954B2 (en) 2006-09-29 2010-03-23 Brainvision Inc. Solid-state image sensor
US20080152191A1 (en) * 2006-12-21 2008-06-26 Honda Motor Co., Ltd. Human Pose Estimation and Tracking Using Label Assignment
US7412077B2 (en) 2006-12-29 2008-08-12 Motorola, Inc. Apparatus and methods for head pose estimation and head gesture detection
US7729530B2 (en) 2007-03-03 2010-06-01 Sergey Antonov Method and apparatus for 3-D data input to a personal computer with a multimedia oriented operating system
US7852262B2 (en) 2007-08-16 2010-12-14 Cybernet Systems Corporation Wireless mobile indoor/outdoor tracking system
US20090077504A1 (en) * 2007-09-14 2009-03-19 Matthew Bell Processing of Gesture-Based User Interactions
US20090110292A1 (en) * 2007-10-26 2009-04-30 Honda Motor Co., Ltd. Hand Sign Recognition Using Label Assignment
CN101246602A (en) 2008-02-04 2008-08-20 东华大学 Human body posture reconstruction method based on geometry backbone
CN201254344Y (en) 2008-08-20 2009-06-10 中国农业科学院草原研究所 Plant specimens and seed storage
US20110077065A1 (en) * 2009-09-29 2011-03-31 Rudell Design, Llc Game set with wirelessly coupled game units
US20110158546A1 (en) * 2009-12-25 2011-06-30 Primax Electronics Ltd. System and method for generating control instruction by using image pickup device to recognize users posture
US20130069867A1 (en) * 2010-06-01 2013-03-21 Sayaka Watanabe Information processing apparatus and method and program
US20120155705A1 (en) * 2010-12-21 2012-06-21 Microsoft Corporation First person shooter control with virtual skeleton
US20120157198A1 (en) * 2010-12-21 2012-06-21 Microsoft Corporation Driving simulator control with virtual skeleton
US8994718B2 (en) * 2010-12-21 2015-03-31 Microsoft Technology Licensing, Llc Skeletal control of three-dimensional virtual world
US20150212585A1 (en) * 2010-12-21 2015-07-30 Microsoft Technology Licensing, Llc Skeletal control of three-dimensional virtual world
US8740702B2 (en) * 2011-05-31 2014-06-03 Microsoft Corporation Action trigger gesturing
US20130104089A1 (en) * 2011-10-20 2013-04-25 Fuji Xerox Co., Ltd. Gesture-based methods for interacting with instant messaging and event-based communication applications
US20130257720A1 (en) * 2012-03-27 2013-10-03 Sony Corporation Information input apparatus, information input method, and computer program
US20130300662A1 (en) * 2012-05-09 2013-11-14 Hung-Ta LIU Control system with gesture-based input method
US20150355717A1 (en) * 2014-06-06 2015-12-10 Microsoft Corporation Switching input rails without a release command in a natural user interface

Non-Patent Citations (41)

* Cited by examiner, † Cited by third party
Title
"Simulation and Training", 1994, Division Incorporated.
"Virtual High Anxiety", Tech Update, Aug. 1995, pp. 22.
Aggarwal et al., "Human Motion Analysis: A Review", IEEE Nonrigid and Articulated Motion Workshop, 1997, University of Texas at Austin, Austin, TX.
Azarbayejani et al., "Visually Controlled Graphics", Jun. 1993, vol. 15, No. 6, IEEE Transactions on Pattern Analysis and Machine Intelligence.
Breen et al., "Interactive Occlusion and Collusion of Real and Virtual Objects in Augmented Reality", Technical Report ECRC-95-02, 1995, European Computer-Industry Research Center GmbH, Munich, Germany.
Brogan et al., "Dynamically Simulated Characters in Virtual Environments", Sep./Oct. 1998, pp. 2-13, vol. 18, Issue 5, IEEE Computer Graphics and Applications.
Chai et al., "Vision-based real-time game interface" Retrieved at << http://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=05293605>>, Games Innovations Conference, 2009. ICE-GIC 2009. International IEEE Consumer Electronics Society's , Aug. 25-28, 2009, pp. 43-46.
Chai et al., "Vision-based real-time game interface" Retrieved at >, Games Innovations Conference, 2009. ICE-GIC 2009. International IEEE Consumer Electronics Society's , Aug. 25-28, 2009, pp. 43-46.
Fisher et al., "Virtual Environment Display System", ACM Workshop on Interactive 3D Graphics, Oct. 1986, Chapel Hill, NC.
Freeman et al., "Television Control by Hand Gestures", Dec. 1994, Mitsubishi Electric Research Laboratories, TR94-24, Caimbridge, MA.
Granieri et al., "Simulating Humans in VR", The British Computer Society, Oct. 1994, Academic Press.
Hasegawa et al., "Human-Scale Haptic Interaction with a Reactive Virtual Human in a Real-Time Physics Simulator", Jul. 2006, vol. 4, No. 3, Article 6C, ACM Computers in Entertainment, New York, NY.
He, "Generation of Human Body Models", Apr. 2005, University of Auckland, New Zealand.
Hongo et al., "Focus of Attention for Face and Hand Gesture Recognition Using Multiple Cameras", Mar. 2000, pp. 156-161, 4th IEEE International Conference on Automatic Face and Gesture Recognition, Grenoble, France.
ISA State Intellectual Property Office of the People's Republic of China, First Office Action and Search Report Issued in Chinese Patent Application No. 201110386118.9, Jan. 22, 2014, 11 pages.
ISA State Intellectual Property Office of the People's Republic of China, Second Office Action and Search Report Issued in Chinese Patent Application No. 201110386118.9, Oct. 10, 2014, 14 pages.
Isard et al., "Condensation-Conditional Density Propagation for Visual Tracking", 1998, pp. 5-28, International Journal of Computer Vision 29(1), Netherlands.
Kanade et al., "A Stereo Machine for Video-rate Dense Depth Mapping and Its New Applications", IEEE Computer Society Conference on Computer Vision and Pattern Recognition, 1996, pp. 196-202,The Robotics Institute, Carnegie Mellon University, Pittsburgh, PA.
Knoop, et al., "Sensor Fusion for 3D Human Body Tracking with an Articulated 3D Body Model", Retrieved at << http://i61www.itec.uni-karlsruhe.de/data/File/Publications/icra06-2.pdf , May 15, 2006, pp. 7.
Kohler, "Special Topics of Gesture Recognition Applied in Intelligent Home Environments", In Proceedings of the Gesture Workshop, 1998, pp. 285-296, Germany.
Kohler, "Technical Details and Ergonomical Aspects of Gesture Recognition applied in Intelligent Home Environments", 1997, Germany.
Kohler, "Vision Based Remote Control in Intelligent Home Environments", University of Erlangen-Nuremberg/Germany, 1996, pp. 147-154, Germany.
Livingston, "Vision-based Tracking with Dynamic Structured Light for Video See-through Augmented Reality", 1998, University of North Carolina at Chapel Hill, North Carolina, USA.
Mathe, Zsolt, "Body Scan", MS#325986.01, U.S. Appl. No. 12/363,542, filed Jan. 30, 2009, 39 pages.
Micilotta, et al., "View-based Location and Tracking of Body Parts for Visual Interaction" Retrieved at << http://info.ee.surrey.ac.uk/Personal/R.Bowden/publications/bmvc04/micilotta-bowden-BMVC2004.pdf>>, 2004, pp. 10.
Miyagawa et al., "CCD-Based Range Finding Sensor", Oct. 1997, pp. 1648-1652, vol. 44 No. 10, IEEE Transactions on Electron Devices.
Pavlovic et al., "Visual Interpretation of Hand Gestures for Human-Computer Interaction: A Review", Jul. 1997, pp. 677-695, vol. 19, No. 7, IEEE Transactions on Pattern Analysis and Machine Intelligence.
Qian et al., "A Gesture-Driven Multimodal Interactive Dance System", Jun. 2004, pp. 1579-1582, IEEE International Conference on Multimedia and Expo (ICME), Taipei, Taiwan.
Ren, et al., "Immersive and Perceptual Human-Computer Interaction Using Computer Vision Techniques", Retrieved at << http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=5543161>>, Computer Vision and Pattern Recognition Workshops (CVPRW), 2010 IEEE Computer Society Conference on Jun. 13-18, 2010, pp. 66-72.
Ren, et al., "Immersive and Perceptual Human-Computer Interaction Using Computer Vision Techniques", Retrieved at >, Computer Vision and Pattern Recognition Workshops (CVPRW), 2010 IEEE Computer Society Conference on Jun. 13-18, 2010, pp. 66-72.
Rosenhahn et al., "Automatic Human Model Generation", 2005, pp. 41-48, University of Auckland (CITR), New Zealand.
Schlattmann, et al., "Real-Time Bare-Hands-Tracking for 3d Games" Retrieved at << http://cg.cs.uni-bonn.de/aigaion2root/attachments/schlattmann-2009-games.pdf>>, In proceedings of IADIS International Conference Game and Entertainment Technologies (GET '09), 2009, pp. 9.
Schlattmann, et al., "Real-Time Bare-Hands-Tracking for 3d Games" Retrieved at >, In proceedings of IADIS International Conference Game and Entertainment Technologies (GET '09), 2009, pp. 9.
Shao et al., "An Open System Architecture for a Multimedia and Multimodal User Interface", Aug. 24, 1998, Japanese Society for Rehabilitation of Persons with Disabilities (JSRPD), Japan.
Sheridan et al., "Virtual Reality Check", Technology Review, Oct. 1993, pp. 22-28, vol. 96, No. 7.
Srinivasan, et al., "Bottom-Up Recognition and Parsing of the Human Body" Retrieved at << http://www.cis.upenn.edu/˜jshi/papers/A2553.pdf >>, Proceedings of the 6th international conference on Energy minimization methods in computer vision and pattern recognition, 2007, pp. 8.
Srinivasan, et al., "Bottom-Up Recognition and Parsing of the Human Body" Retrieved at >, Proceedings of the 6th international conference on Energy minimization methods in computer vision and pattern recognition, 2007, pp. 8.
Stevens, "Flights into Virtual Reality Treating Real World Disorders", The Washington Post, Mar. 27, 1995, Science Psychology, 2 pages.
The State Intellectual Property Office of China, Third Office Action Issued in Chinese Patent Application No. 201110386118.9, Apr. 3, 2015, China, 9 pages.
Wren et al., "Pfinder: Real-Time Tracking of the Human Body", MIT Media Laboratory Perceptual Computing Section Technical Report No. 353, Jul. 1997, vol. 19, No. 7, pp. 780-785, IEEE Transactions on Pattern Analysis and Machine Intelligence, Caimbridge, MA.
Zhao, "Dressed Human Modeling, Detection, and Parts Localization", 2001, The Robotics Institute, Carnegie Mellon University, Pittsburgh, PA.

Cited By (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20150193939A1 (en) * 2012-10-30 2015-07-09 Apple Inc. Depth mapping with enhanced resolution
US9594950B2 (en) * 2012-10-30 2017-03-14 Apple Inc. Depth mapping with enhanced resolution
US9836645B2 (en) 2012-10-30 2017-12-05 Apple Inc. Depth mapping with enhanced resolution
US20180343438A1 (en) * 2017-05-24 2018-11-29 Lg Electronics Inc. Mobile terminal and method for controlling the same
US10542245B2 (en) * 2017-05-24 2020-01-21 Lg Electronics Inc. Mobile terminal and method for controlling the same
US20200107012A1 (en) * 2017-05-24 2020-04-02 Lg Electronics Inc. Mobile terminal and method for controlling the same
US10897607B2 (en) * 2017-05-24 2021-01-19 Lg Electronics Inc. Mobile terminal and method for controlling the same
US10249163B1 (en) * 2017-11-10 2019-04-02 Otis Elevator Company Model sensing and activity determination for safety and efficiency

Also Published As

Publication number Publication date
CN102541258A (en) 2012-07-04
CN102541258B (en) 2015-12-09
US20120128201A1 (en) 2012-05-24

Similar Documents

Publication Publication Date Title
US9349040B2 (en) Bi-modal depth-image analysis
US9489053B2 (en) Skeletal control of three-dimensional virtual world
US8497838B2 (en) Push actuation of interface controls
US9821224B2 (en) Driving simulator control with virtual skeleton
US8385596B2 (en) First person shooter control with virtual skeleton
US8702507B2 (en) Manual and camera-based avatar control
US9067136B2 (en) Push personalization of interface controls
EP2701817B1 (en) Manual and camera-based game control
US9008355B2 (en) Automatic depth camera aiming
US8740702B2 (en) Action trigger gesturing
US8920241B2 (en) Gesture controlled persistent handles for interface guides
US8657683B2 (en) Action selection gesturing
US8845431B2 (en) Shape trace gesturing
Ionescu et al. A multimodal interaction method that combines gestures and physical game controllers
Ionescu et al. Multimodal control of virtual game environments through gestures and physical controllers
JP2021068405A (en) Virtual object operating system and virtual object operating method

Legal Events

Date Code Title Description
AS Assignment

Owner name: MICROSOFT CORPORATION, WASHINGTON

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:BRICKHILL, DAVID;REEL/FRAME:025424/0562

Effective date: 20101116

AS Assignment

Owner name: MICROSOFT TECHNOLOGY LICENSING, LLC, WASHINGTON

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:MICROSOFT CORPORATION;REEL/FRAME:034544/0001

Effective date: 20141014

STCF Information on status: patent grant

Free format text: PATENTED CASE

MAFP Maintenance fee payment

Free format text: PAYMENT OF MAINTENANCE FEE, 4TH YEAR, LARGE ENTITY (ORIGINAL EVENT CODE: M1551); ENTITY STATUS OF PATENT OWNER: LARGE ENTITY

Year of fee payment: 4

FEPP Fee payment procedure

Free format text: MAINTENANCE FEE REMINDER MAILED (ORIGINAL EVENT CODE: REM.); ENTITY STATUS OF PATENT OWNER: LARGE ENTITY